1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
|
#include "game.h"
void render_begin(void)
{
SDL_RenderClear(game->renderer);
if(game->state == RUNNING)
SDL_SetRenderDrawColor(game->renderer, 0, 255, 255, 255);
else
SDL_SetRenderDrawColor(game->renderer, 92, 51, 23, 255);
}
void render_entities(void)
{
int i;
SDL_Rect *src_rect;
SDL_Rect dst_rect;
struct Entity *entity;
for(i = 0; i < game->num_entities; i ++)
{
entity = game->entities[i];
if(!entity)
continue;
dst_rect.x = (int)roundf(entity->x) - game->camera.rect.x + WINDOW_WIDTH / 2;
dst_rect.y = (int)roundf(entity->y) - game->camera.rect.y + WINDOW_HEIGHT / 2;
dst_rect.w = entity->w;
dst_rect.h = entity->h;
// Render entities
src_rect = entity->use_src_rect ? &entity->src_rect : NULL;
SDL_RenderCopyEx(game->renderer,entity->texture, src_rect, &dst_rect, 0,
NULL, entity->mirror ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE);
}
}
void render_flush(void)
{
int i;
SDL_Rect *src_rect;
struct Layer *c_layer = &game->layers[game->current_layer];
struct Widget *c_widget;
// Render widgets
for(i = 0; i < c_layer->num_widgets; i ++)
{
c_widget = &c_layer->widgets[i];
src_rect = c_widget->use_src_rect ? &c_widget->src_rect : NULL;
SDL_SetTextureColorMod(c_widget->texture, c_widget->color.r,
c_widget->color.g, c_widget->color.b);
SDL_RenderCopy(game->renderer, c_widget->texture, src_rect, &c_widget->rect);
}
SDL_RenderPresent(game->renderer);
// Empty vector
//c_layer->num_entities = 0;
}
|