void SceneCredits::Render() { // Render SceneBase SceneBase::Render(); RenderGameObject(m_menu->GetCurrentMenu()->GetBackground(), m_lightEnabled, true); vector<Menu*> m_menuList = m_menu->GetMenuList(); for (vector<Menu*>::iterator it = m_menuList.begin(); it != m_menuList.end(); ++it) { Menu* menu = *it; vector<UIButton*> m_buttonList = menu->GetButtonList(); for (vector<UIButton*>::iterator it2 = m_buttonList.begin(); it2 != m_buttonList.end(); ++it2) { UIButton* button = *it2; RenderGameObject(button, m_lightEnabled, true); } } ostringstream text; text << "Done by me"; RenderTextOnScreen(m_meshList[MESH_TEXT], text.str(), Color(1, 0, 0), 40, m_window_width * 0.5f - (text.str().length() * 0.5f * 40.f), m_window_height * 0.5f); ostringstream soundCredits; soundCredits << "BGM by Holfix"; RenderTextOnScreen(m_meshList[MESH_TEXT], soundCredits.str(), Color(1, 0, 0), 40, m_window_width * 0.5f - (soundCredits.str().length() * 0.5f * 40.f), m_window_height * 0.5f - 40.f); // Not supposed to have any other rendering codes here as Scenebase handles it // Alternative solution is to render scenegraph here instead as render list does not take into account parent and child nodes }
void RenderLvl1BG(S_scene_lvl1* sc,E_camera* camera){ G_menuBG* menuBG = &sc->menuBG; RenderGameObject(camera,&menuBG->sprite); }