+ // Set linear quality for scaling, and the "logical" window size.
+ SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
+ SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
+}
+
+void close () {
+ SDL_DestroyTexture(benHead);
+ SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+}
+
+
+void initActorManager () {
+ Actor *actor;
+ Actor *otherActor;
+
+ //test the Actor Manager.
+ actorManager = createActorManager();
+
+ actor = createActor();
+ actor->pos.x = 55;
+ actor->pos.y = 24;
+ actorManager->addActor(actorManager, actor);
+
+ otherActor = createActor();
+ otherActor->pos.x=100;
+ otherActor->pos.y=100;
+ actorManager->addActor(actorManager, otherActor);
+
+}
+
+void loadAssets() {
+ initActorManager();
+}
+
+void draw (SDL_Renderer *renderer) {
+ SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
+ SDL_RenderClear(renderer);
+
+ actorManager->draw(actorManager);
+
+ SDL_RenderPresent(renderer);
+}
+
+void update (Uint32 dt) {
+ actorManager->update(actorManager, dt);
+}
+
+int main(int argc, const char * argv[])
+{
+
+ // SDL Initialization. TODO: Should have an initializer.
+ Uint32 startFrame = 0;
+ Uint32 endFrame = 0;
+ Uint32 lastTime = 0;
+ Uint32 dt;
+ Uint32 delay;
+ int done;
+
+ init();
+ loadAssets();
+
+