Exemple #1
0
void SDLFrontend::render ()
{
	renderBegin();
	UI::get().render();
	_console->render();
	renderEnd();
}
Exemple #2
0
void SDLFrontend::onInit ()
{
	renderBegin();
	ScopedPtr<Texture> ptr(new Texture("loading", this));
	const int x = getWidth() / 2 - ptr->getWidth() / 2;
	const int y = getHeight() / 2 - ptr->getHeight() / 2;
	renderImage(ptr, x, y, ptr->getWidth(), ptr->getHeight(), 0);
	renderEnd();
}
	IRenderingPipeline & ARenderingPipeline::render(const DRBCameraDrawableList &infos)
	{
		SCOPE_profile_cpu_i("RenderTimer", "RenderPipeline");
		renderBegin(infos);
		// We iterate over the entry points5
		for (auto &renderPass : _rendering_list)
		{
			renderPass->render(infos);
		}
		renderEnd(infos);
		return (*this);
	}
Exemple #4
0
t_game  showGameOver(t_game game)
{
    game.Gscreen = loadTexture( "/../../../images/background/main_menu.png", game.Grenderer );
    game.begin.surface_play = TTF_RenderText_Solid(game.text.font, "GAME    OVER", game.text.color);
    game.begin.play_with_2 = SDL_CreateTextureFromSurface(game.Grenderer, game.begin.surface_play);
    game.begin.play_with_2_position = init_position(135, 180, 180, 500);
    
    SDL_Delay(50);
    game.begin.state = 1;
    
    if (game.Gplayer1.lives == -1)
    {
        write_score(game, game.Gplayer1);
        game = init_player(game);
    }
    
    set_hscore(&game, get_hscore(hscore_path()));
    render_hscore(&(game.text), game.Grenderer);
    render_score(&(game.Gplayer1), game.text, game.Grenderer);
    renderEnd(game);
    
    return (game);
}