void SDLFrontend::render () { renderBegin(); UI::get().render(); _console->render(); renderEnd(); }
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); }
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); }