Example #1
0
void render(void) {
	SDL_SetRenderDrawColor(display.renderer, 0x20, 0x20, 0x20, 0xFF);
	SDL_RenderClear(display.renderer);
	draw_text_splat(&title_1, -1, 25);
	draw_text_splat(&title_2, -1, 35);
	
	SDL_SetTextureAlphaMod(rotator[rotate_index].texture, 0xFF * brightness);
	draw_text_splat(&rotator[rotate_index], -1, REFERENCE_HEIGHT - 24);
	
	SDL_SetRenderDrawBlendMode(display.renderer, SDL_BLENDMODE_BLEND);
	for (int x = 0; x < REFERENCE_WIDTH; x += 32) {
		SDL_Rect dest_rect = { x, 128, 32, 32 };
		SDL_RenderCopy(display.renderer, backlight->texture, &backlight->src_rect[0], &dest_rect);
	}
	sprite_t *dude_sprite = sprite_thing_get(dude.type);
	SDL_Rect dest_rect = {
		position,
		144,
		dude_sprite->src_rect[dude.current_frame].w,
		dude_sprite->src_rect[dude.current_frame].h
	};
	SDL_RenderCopy(display.renderer, dude_sprite->texture, &dude_sprite->src_rect[dude.current_frame], &dest_rect);
	for (int x = 0; x < REFERENCE_WIDTH; x += 32) {
		SDL_Rect fore_rect = { x, 128, 32, 32 };
		SDL_Rect bott_rect = { x, 160, 32, 32 };
		SDL_RenderCopy(display.renderer, foreground->texture, &foreground->src_rect[0], &fore_rect);
		SDL_RenderCopy(display.renderer, bottom->texture, &bottom->src_rect[0], &bott_rect);
	}
}
Example #2
0
static void render(void) {
	SDL_SetTextureAlphaMod(title_rotate[rotate_index].texture, 0xFF * brightness);
	SDL_SetRenderDrawColor(display.renderer, 0x20, 0x20, 0x20, 0x20);
	SDL_RenderClear(display.renderer);
	SDL_SetRenderDrawBlendMode(display.renderer, SDL_BLENDMODE_BLEND);
	SDL_SetRenderDrawColor(display.renderer, 0xFF, 0xFF, 0xFF, 0x20);

	draw_text_splat(&title_rotate[rotate_index], -1, 0);
	draw_sprite(panel_timer, 16, 28);
	timer_blit(ticks_countup, REFERENCE_WIDTH - 22, 32);
	draw_text_splat(&elapsed_time, -1, 56);
	
	SDL_RenderDrawLine(display.renderer, 0, 80, REFERENCE_WIDTH, 80);
	
	draw_text_splat(&achievements, -1, 81);
	
	if (achievement_index != -1) {
		draw_sprite(panel_achievement, 0, 106);
		draw_sprite(achievement_index, 9, 114);
		draw_text_splat(&ach_title[achievement_index], 48, 130 - (ach_title[achievement_index].source_rect.h / 2));
		draw_text_splat(&ach_desc[achievement_index], 4, 152);
	} else {
		draw_text_splat(&achievements_none, -1, 130);
	}
	
	SDL_RenderDrawLine(display.renderer, 0, 224, REFERENCE_WIDTH, 224);
	if (achievement_count > 1) {
		draw_text_splat(&achievements_more, -1, 232);
		draw_sprite(sui_arrow_left, 0, 226);
		draw_sprite(sui_arrow_right, REFERENCE_WIDTH - 32, 226);
	}
}