#define SDL_MAIN_HANDLED #include #include "RWGame.hpp" #include #include #include "RWConfig.hpp" int main(int argc, const char* argv[]) { // Initialise Logging before anything else happens StdOutReceiver logstdout; Logger logger({ &logstdout }); RWArgumentParser argParser; auto argLayerOpt = argParser.parseArguments(argc, argv); if (!argLayerOpt.has_value()) { argParser.printHelp(std::cerr); return 1; } if (argLayerOpt->help) { argParser.printHelp(std::cout); return 0; } SDL_SetMainReady(); try { RWGame game(logger, argLayerOpt); return game.run(); } catch (std::runtime_error& ex) { // Catch runtime_error as these are fatal issues the user may want to // know about like corrupted files or GL initialisation failure. // Catching other types (out_of_range, bad_alloc) would just make // debugging them more difficult. const char* kErrorTitle = "Fatal Error"; logger.error("exception", ex.what()); if (SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, kErrorTitle, ex.what(), nullptr) < 0) { SDL_Log("Failed to show message box\n"); } SDL_Quit(); return -1; } }