本文整理汇总了C++中System::StartRenderer方法的典型用法代码示例。如果您正苦于以下问题:C++ System::StartRenderer方法的具体用法?C++ System::StartRenderer怎么用?C++ System::StartRenderer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类System
的用法示例。
在下文中一共展示了System::StartRenderer方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
int main(int argc, char *argv[])
{
System system;
// Run throught each start function
// Splitting them down allows for more information to be displayed to the user in case of error
try
{
// We start SDL first so that we can use the message boxes that SDL provides
system.StartSDL();
}
catch (char* error)
{
printf(error);
return -1;
}
try
{
// Create the SDL windows and bind the OpenGL contexts
system.StartWindow();
}
catch (char* error)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Window Error", error, NULL);
return -1;
}
// Start the renders for SDL, both for the main OpenGL window and the SDL settings window
try
{
system.StartRenderer();
}
catch (char* error)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Renderer Error", error, NULL);
return -1;
}
// Start SDL_TTF plugin
try
{
system.StartTTF();
}
catch (char* error)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "SDL TTF Error", error, NULL);
return -1;
}
// Finally load the font
try
{
system.LoadFonts();
}
catch (char* error)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Font Error", error, NULL);
return -1;
}
// Create the map and initialise all of the player (entity values)
system.StartSubsystems();
// Reset our time to ignore the start
system.StartTime();
// General system update and draw
// System holds ALL sub-systems such as scene, player, map and algorithm
// Every update required for these happens within the system or below
while (system.GetRunning())
{
system.Update();
system.Draw();
}
return 0;
}