#include "stdafx.h" #include #include #include int sdl_loop(wi::Application &application) { SDL_Event event; bool quit = false; while (!quit) { SDL_PumpEvents(); application.Run(); while( SDL_PollEvent(&event)) { switch (event.type) { case SDL_EVENT_QUIT: quit = true; break; case SDL_EVENT_WINDOW_CLOSE_REQUESTED: quit = true; break; case SDL_EVENT_WINDOW_RESIZED: application.SetWindow(application.window); break; default: break; } } } return 0; } int main(int argc, char *argv[]) { wi::Application application; #ifdef WickedEngine_SHADER_DIR wi::renderer::SetShaderSourcePath(WickedEngine_SHADER_DIR); #endif application.infoDisplay.active = true; application.infoDisplay.watermark = true; application.infoDisplay.resolution = true; application.infoDisplay.fpsinfo = true; sdl3::sdlsystem_ptr_t system = sdl3::make_sdlsystem(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_GAMEPAD); sdl3::window_ptr_t window = sdl3::make_window( "Template", 2560, 1440, SDL_WINDOW_VULKAN | SDL_WINDOW_HIGH_PIXEL_DENSITY); SDL_Event event; application.SetWindow(window.get()); int ret = sdl_loop(application); SDL_Quit(); return ret; }