Esempio n. 1
0
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
}
Esempio n. 2
0
void RenderLvl1BG(S_scene_lvl1* sc,E_camera* camera){

	G_menuBG* menuBG = &sc->menuBG;

	RenderGameObject(camera,&menuBG->sprite);
}