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#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;
}