/* * Code that sets up an SDL application with Guichan using the * Guichan SDL back end. */ #include #include extern SDL_Surface *real_screen; namespace sdl { // All back ends contain objects to make Guichan work on a // specific target - in this case SDL - and they are a Graphics // object to make Guichan able to draw itself using SDL, an // input objec to make Guichan able to get user input using SDL // and an ImageLoader object to make Guichan able to load images // using SDL. gcn::SDLGraphics* graphics; gcn::SDLInput* input; gcn::SDLImageLoader* imageLoader; /** * Initialises the SDL application. This function creates the global * Gui object that can be populated by various examples. */ void init() { // We want unicode for the SDLInput object to function properly. SDL_EnableUNICODE(1); // We also want to enable key repeat. SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); // Now it's time to initialise the Guichan SDL back end. imageLoader = new gcn::SDLImageLoader(); // The ImageLoader Guichan should use needs to be passed to the Image object // using a static function. gcn::Image::setImageLoader(imageLoader); graphics = new gcn::SDLGraphics(); // The Graphics object needs a target to draw to, in this case it's the // screen surface, but any surface will do, it doesn't have to be the screen. graphics->setTarget(real_screen); input = new gcn::SDLInput(); // Now we create the Gui object to be used with this SDL application. globals::gui = new gcn::Gui(); // The Gui object needs a Graphics to be able to draw itself and an Input // object to be able to check for user input. In this case we provide the // Gui object with SDL implementations of these objects hence making Guichan // able to utilise SDL. globals::gui->setGraphics(graphics); globals::gui->setInput(input); } /** * Runs the SDL application. */ void handle_input(SDL_Event event) { // feed the input to Guichan by pushing the input to the Input // object. input->pushInput(event); } void run() { // Now we let the Gui object perform its logic. globals::gui->logic(); } void draw() { // Now we let the Gui object draw itself. globals::gui->draw(); } } /* namespace */