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With this change, System::foo() becomes Core::System::foo(). Since LibCore builds on other systems than SerenityOS, we now have to make sure that wrappers work with just a standard C library underneath.
54 lines
1.6 KiB
C++
54 lines
1.6 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Game.h"
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#include <LibCore/System.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/Icon.h>
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#include <LibGUI/Menu.h>
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#include <LibGUI/Menubar.h>
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#include <LibGUI/Window.h>
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#include <LibGfx/Bitmap.h>
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#include <LibMain/Main.h>
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ErrorOr<int> serenity_main(Main::Arguments arguments)
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{
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TRY(Core::System::pledge("stdio recvfd sendfd rpath unix", nullptr));
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auto app = GUI::Application::construct(arguments);
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TRY(Core::System::pledge("stdio recvfd sendfd rpath", nullptr));
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TRY(Core::System::unveil("/res", "r"));
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TRY(Core::System::unveil(nullptr, nullptr));
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auto window = GUI::Window::construct();
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window->resize(Breakout::Game::game_width, Breakout::Game::game_height);
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window->set_resizable(false);
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window->set_double_buffering_enabled(false);
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window->set_title("Breakout");
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auto app_icon = GUI::Icon::default_icon("app-breakout");
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window->set_icon(app_icon.bitmap_for_size(16));
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auto& game = window->set_main_widget<Breakout::Game>();
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auto& game_menu = window->add_menu("&Game");
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game_menu.add_action(GUI::Action::create_checkable("&Pause", { {}, Key_P }, [&](auto& action) {
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game.set_paused(action.is_checked());
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}));
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game_menu.add_separator();
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game_menu.add_action(GUI::CommonActions::make_quit_action([](auto&) {
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GUI::Application::the()->quit();
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}));
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auto& help_menu = window->add_menu("&Help");
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help_menu.add_action(GUI::CommonActions::make_about_action("Breakout", app_icon, window));
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window->show();
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return app->exec();
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}
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