#include "Game.h" #include "Environment.h" #include #ifdef __ANDROID__ #include #endif ZL::Game game; void MainLoop() { game.update(); } #ifdef __ANDROID__ extern "C" int SDL_main(int argc, char* argv[]) { // Инициализация SDL перед получением информации о дисплее if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { __android_log_print(ANDROID_LOG_ERROR, "Game", "SDL init failed: %s", SDL_GetError()); return 1; } SDL_DisplayMode displayMode; if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) { __android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GetCurrentDisplayMode failed: %s", SDL_GetError()); SDL_Quit(); return 1; } ZL::Environment::width = displayMode.w; ZL::Environment::height = displayMode.h; __android_log_print(ANDROID_LOG_INFO, "Game", "Display resolution: %dx%d", ZL::Environment::width, ZL::Environment::height); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); ZL::Environment::window = SDL_CreateWindow( "Space Ship Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ZL::Environment::width, ZL::Environment::height, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN ); if (!ZL::Environment::window) { __android_log_print(ANDROID_LOG_ERROR, "Game", "Failed to create window: %s", SDL_GetError()); SDL_Quit(); return 1; } SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window); if (!ctx) { __android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_CreateContext failed: %s", SDL_GetError()); SDL_DestroyWindow(ZL::Environment::window); SDL_Quit(); return 1; } if (SDL_GL_MakeCurrent(ZL::Environment::window, ctx) != 0) { __android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_MakeCurrent failed: %s", SDL_GetError()); SDL_GL_DeleteContext(ctx); SDL_DestroyWindow(ZL::Environment::window); SDL_Quit(); return 1; } // Настройка VSync if (SDL_GL_SetSwapInterval(1) < 0) { __android_log_print(ANDROID_LOG_WARN, "Game", "Unable to set VSync: %s", SDL_GetError()); } // Настройка игры try { game.setup(); } catch (const std::exception &e) { __android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what()); return 1; } while (!game.shouldExit()) { game.update(); SDL_Delay(16); } return 0; } #else int main(int argc, char *argv[]) { try { constexpr int CONST_WIDTH = 1280; constexpr int CONST_HEIGHT = 720; ZL::Environment::width = CONST_WIDTH; ZL::Environment::height = CONST_HEIGHT; #ifdef EMSCRIPTEN if (SDL_Init(SDL_INIT_VIDEO) != 0) { std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl; return 1; } SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_Window* win = SDL_CreateWindow("Space Ship Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, CONST_WIDTH, CONST_HEIGHT, SDL_WINDOW_OPENGL); if (!win) { std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl; return 1; } SDL_GLContext glContext = SDL_GL_CreateContext(win); if (!glContext) { std::cerr << "SDL_GL_CreateContext failed: " << SDL_GetError() << std::endl; return 1; } // Привязка контекста к окну — важно! SDL_GL_MakeCurrent(win, glContext); ZL::Environment::window = win; #else if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { SDL_Log("SDL init failed: %s", SDL_GetError()); return 1; } SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); ZL::Environment::window = SDL_CreateWindow( "Space Ship Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, CONST_WIDTH, CONST_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN ); SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window); SDL_GL_MakeCurrent(ZL::Environment::window, ctx); #endif game.setup(); #ifdef EMSCRIPTEN emscripten_set_main_loop(MainLoop, 0, 1); #else while (!game.shouldExit()) { game.update(); SDL_Delay(2); } #endif } catch (const std::exception& e) { std::cout << e.what() << std::endl; } return 0; } #endif