コード例 #1
0
    /// Renders the inventory GUI Bible page to the provided screen.
    /// @param[in,out]  renderer - The renderer to use for rendering.
    void InventoryBiblePage::Render(GRAPHICS::Renderer& renderer) const
    {
        // RENDER A RECTANGLE FOR THE PAGE'S BACKGROUND.
        // It is offset from the top of the screen by the amount of the
        // GUI stuff that should always be displayed above it.  Otherwise,
        // it should cover the remainder of the screen.
        const float TOP_SCREEN_OFFSET_IN_PIXELS = static_cast<float>(2 * GRAPHICS::GUI::Glyph::HEIGHT_IN_PIXELS);
        const float SCREEN_LEFT_POSITION_IN_PIXELS = 0.0f;
        const float BACKGROUND_HEIGHT_IN_PIXELS = renderer.Screen.HeightInPixels<float>() - TOP_SCREEN_OFFSET_IN_PIXELS;
        MATH::FloatRectangle background_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            SCREEN_LEFT_POSITION_IN_PIXELS,
            TOP_SCREEN_OFFSET_IN_PIXELS,
            renderer.Screen.WidthInPixels<float>(),
            BACKGROUND_HEIGHT_IN_PIXELS);

        renderer.RenderScreenRectangle(
            background_rectangle,
            BACKGROUND_COLOR);

        // RENDER THE BOX FOR THE MAIN BIBLE VERSE DISPLAY.
        const BIBLE::BibleVerse* const selected_bible_verse = BibleVerseListBox.GetSelectedVerse();

        // The exact positioning/size of this box is tentative.
        const float BIBLE_VERSE_TEXT_BOX_SINGLE_SIDE_PADDING_IN_PIXELS = 4.0f;
        float bible_verse_text_box_left_screen_position_in_pixels = background_rectangle.GetLeftXPosition() + BIBLE_VERSE_TEXT_BOX_SINGLE_SIDE_PADDING_IN_PIXELS;
        float bible_verse_text_box_top_screen_position_in_pixels = background_rectangle.GetTopYPosition() + BIBLE_VERSE_TEXT_BOX_SINGLE_SIDE_PADDING_IN_PIXELS;
        float bible_verse_text_box_width_in_pixels = background_rectangle.GetWidth() / 2.0f;
        const float BIBLE_VERSE_TEXT_BOX_BOTH_SIDES_PADDING_IN_PIXELS = 2.0f * BIBLE_VERSE_TEXT_BOX_SINGLE_SIDE_PADDING_IN_PIXELS;
        float bible_verse_text_box_height_in_pixels = background_rectangle.GetHeight() - BIBLE_VERSE_TEXT_BOX_BOTH_SIDES_PADDING_IN_PIXELS;
        MATH::FloatRectangle bible_verse_text_box_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            bible_verse_text_box_left_screen_position_in_pixels,
            bible_verse_text_box_top_screen_position_in_pixels,
            bible_verse_text_box_width_in_pixels,
            bible_verse_text_box_height_in_pixels);

        BibleVerseTextBox.Render(
            selected_bible_verse,
            bible_verse_text_box_rectangle,
            renderer);

        // RENDER THE BOX FOR THE LIST OF ALL BIBLE VERSES.
        // The exact positioning/size of this box is tentative.
        float bible_verse_list_box_left_screen_position_in_pixels =
            (bible_verse_text_box_rectangle.GetRightXPosition() + BIBLE_VERSE_TEXT_BOX_SINGLE_SIDE_PADDING_IN_PIXELS);
        float bible_verse_list_box_top_screen_position_in_pixels = bible_verse_text_box_rectangle.GetTopYPosition();
        // Take up the remaining width (minus padding on the right).
        float bible_verse_list_box_width_in_pixels =
            background_rectangle.GetWidth() - bible_verse_list_box_left_screen_position_in_pixels - BIBLE_VERSE_TEXT_BOX_SINGLE_SIDE_PADDING_IN_PIXELS;
        float bible_verse_list_box_height_in_pixels = bible_verse_text_box_rectangle.GetHeight();
        MATH::FloatRectangle bible_verse_list_box_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            bible_verse_list_box_left_screen_position_in_pixels,
            bible_verse_list_box_top_screen_position_in_pixels,
            bible_verse_list_box_width_in_pixels,
            bible_verse_list_box_height_in_pixels);

        BibleVerseListBox.Render(
            bible_verse_list_box_rectangle,
            renderer);
    }
コード例 #2
0
/// Renders the page of the inventory for the food tab.
/// This page allows browsing food in the inventory.
/// @param[in,out]  renderer - The renderer to use for rendering.
void InventoryGui::RenderFoodPage(GRAPHICS::Renderer& renderer) const
{
    // RENDER A RECTANGLE FOR THE PAGE'S BACKGROUND.
    // It is offset from the top of the screen by the amount of the
    // GUI stuff that should always be displayed above it.  Otherwise,
    // it should cover the remainder of the screen.
    const float TOP_SCREEN_OFFSET_IN_PIXELS = static_cast<float>(2 * GRAPHICS::GUI::Glyph::HEIGHT_IN_PIXELS);
    const float SCREEN_LEFT_POSITION_IN_PIXELS = 0.0f;
    const float BACKGROUND_HEIGHT_IN_PIXELS = renderer.Screen.HeightInPixels<float>() - TOP_SCREEN_OFFSET_IN_PIXELS;
    MATH::FloatRectangle background_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
                SCREEN_LEFT_POSITION_IN_PIXELS,
                TOP_SCREEN_OFFSET_IN_PIXELS,
                renderer.Screen.WidthInPixels<float>(),
                BACKGROUND_HEIGHT_IN_PIXELS);

    renderer.RenderScreenRectangle(
        background_rectangle,
        FOOD_TAB_COLOR);
}
コード例 #3
0
/// Renders a tab that is part of the inventory GUI.
/// @param[in]  tab_text - The text to display on the tab.
/// @param[in]  left_top_screen_position_in_pixels - The left-top screen position of the tab.
/// @param[in]  background_color - The background color of the tab.
/// @param[in,out]  renderer - The renderer to use for rendering.
void InventoryGui::RenderTab(
    const std::string& tab_text,
    const MATH::Vector2f& left_top_screen_position_in_pixels,
    const GRAPHICS::Color& background_color,
    GRAPHICS::Renderer& renderer) const
{
    // RENDER A BACKGROUND RECTANGLE FOR THE TAB.
    unsigned int tab_text_width_in_pixels = GRAPHICS::GUI::Glyph::WIDTH_IN_PIXELS * tab_text.length();
    MATH::FloatRectangle tab_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            left_top_screen_position_in_pixels.X,
            left_top_screen_position_in_pixels.Y,
            static_cast<float>(tab_text_width_in_pixels),
            static_cast<float>(GRAPHICS::GUI::Glyph::HEIGHT_IN_PIXELS));

    renderer.RenderScreenRectangle(
        tab_rectangle,
        background_color);

    // RENDER THE TEXT FOR THE TAB.
    renderer.RenderText(tab_text, left_top_screen_position_in_pixels, GRAPHICS::Color::BLACK);
}
コード例 #4
0
/// Renders the inventory GUI to the provided screen.
/// @param[in,out]  renderer - The renderer to use for rendering.
void InventoryGui::Render(GRAPHICS::Renderer& renderer) const
{
    // RENDER A RECTANGLE FOR THE BACKGROUND.
    // It is offset from the top of the screen by the amount of the
    // top row of the HUD that is always displayed.  Otherwise,
    // it should cover the remainder of the screen.
    const float TOP_SCREEN_OFFSET_IN_PIXELS = static_cast<float>(GRAPHICS::GUI::Glyph::HEIGHT_IN_PIXELS);
    const float SCREEN_LEFT_POSITION_IN_PIXELS = 0.0f;
    const float BACKGROUND_HEIGHT_IN_PIXELS = renderer.Screen.HeightInPixels<float>() - TOP_SCREEN_OFFSET_IN_PIXELS;
    MATH::FloatRectangle background_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
                SCREEN_LEFT_POSITION_IN_PIXELS,
                TOP_SCREEN_OFFSET_IN_PIXELS,
                renderer.Screen.WidthInPixels<float>(),
                BACKGROUND_HEIGHT_IN_PIXELS);

    // The background color is currently arbitrary.
    GRAPHICS::Color background_color;
    background_color.Red = GRAPHICS::Color::MAX_COLOR_COMPONENT;
    background_color.Green = GRAPHICS::Color::MAX_COLOR_COMPONENT;
    background_color.Blue = GRAPHICS::Color::MAX_COLOR_COMPONENT;
    renderer.RenderScreenRectangle(
        background_rectangle,
        background_color);

    // RENDER A TAB FOR THE BIBLE PORTION OF THE GUI.
    // It should be positioned near the top-left of the GUI.
    float bible_tab_left_screen_position_in_pixels = background_rectangle.GetLeftXPosition();
    float bible_tab_top_screen_position_in_pixels = background_rectangle.GetTopYPosition();
    MATH::Vector2f bible_tab_left_top_screen_position_in_pixels(
        bible_tab_left_screen_position_in_pixels,
        bible_tab_top_screen_position_in_pixels);
    RenderTab(
        "Bible",
        bible_tab_left_top_screen_position_in_pixels,
        InventoryBiblePage::BACKGROUND_COLOR,
        renderer);

    // RENDER A TAB FOR THE ANIMAL PORTION OF THE GUI.
    const std::string ANIMALS_TAB_STRING = "Animals";
    unsigned int animals_tab_text_width_in_pixels = GRAPHICS::GUI::Glyph::WIDTH_IN_PIXELS * ANIMALS_TAB_STRING.length();
    unsigned int animals_tab_text_half_width_in_pixels = animals_tab_text_width_in_pixels / 2;
    float animals_tab_left_screen_position_in_pixels = background_rectangle.GetCenterXPosition() - animals_tab_text_half_width_in_pixels;
    float animals_tab_top_screen_position_in_pixels = background_rectangle.GetTopYPosition();
    MATH::Vector2f animals_tab_left_top_screen_position_in_pixels(
        animals_tab_left_screen_position_in_pixels,
        animals_tab_top_screen_position_in_pixels);
    RenderTab(
        ANIMALS_TAB_STRING,
        animals_tab_left_top_screen_position_in_pixels,
        ANIMALS_TAB_COLOR,
        renderer);

    // RENDER A TAB FOR THE FOOD PORTION OF THE GUI.
    const std::string FOOD_TAB_STRING = "Food";
    unsigned int food_tab_text_width_in_pixels = GRAPHICS::GUI::Glyph::WIDTH_IN_PIXELS * FOOD_TAB_STRING.length();
    float food_tab_left_screen_position_in_pixels = background_rectangle.GetRightXPosition() - food_tab_text_width_in_pixels;
    float food_tab_top_screen_position_in_pixels = background_rectangle.GetTopYPosition();
    MATH::Vector2f food_tab_left_top_screen_position_in_pixels(
        food_tab_left_screen_position_in_pixels,
        food_tab_top_screen_position_in_pixels);
    RenderTab(
        FOOD_TAB_STRING,
        food_tab_left_top_screen_position_in_pixels,
        FOOD_TAB_COLOR,
        renderer);

    // RENDER THE CURRENTLY DISPLAYED PAGE.
    switch (CurrentTab)
    {
    case TabType::BIBLE:
        BiblePage.Render(renderer);
        break;
    case TabType::ANIMALS:
        RenderAnimalsPage(renderer);
        break;
    case TabType::FOOD:
        RenderFoodPage(renderer);
        break;
    }
}
コード例 #5
0
ファイル: CreditsScreen.cpp プロジェクト: jpike/noah_ark
    /// Renders the credits screen.
    /// @param[in,out]  renderer - The renderer to use for rendering.
    void CreditsScreen::Render(GRAPHICS::Renderer& renderer) const
    {
        // CALCULATE THE OFFSET OF THE TOP OF THE CREDITS BASED ON THE ELAPSED TIME.
        // This helps implement scrolling of the credits text upward.
        const float SCROLL_RATE_IN_PIXELS_PER_SECOND = -4.0f;
        float elapsed_time_in_seconds = ElapsedTime.asSeconds();
        float credits_text_top_offset_in_pixels = SCROLL_RATE_IN_PIXELS_PER_SECOND * elapsed_time_in_seconds;

        // RENDER TEXT INDICATING THE PURPOSE OF THIS SCREEN.
        const GRAPHICS::Color CREDITS_TEXT_COLOR = GRAPHICS::Color::WHITE;
        
        MATH::FloatRectangle screen_rectangle = renderer.Screen->GetBoundingRectangle<float>();
        float screen_left_x_position = screen_rectangle.GetLeftXPosition();
        float screen_top_y_position = screen_rectangle.GetTopYPosition();
        float screen_width_in_pixels = screen_rectangle.GetWidth();
        float screen_height_in_pixels = screen_rectangle.GetHeight();
        const float SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS = static_cast<float>(GRAPHICS::GUI::Glyph::DEFAULT_HEIGHT_IN_PIXELS);
        float credits_text_start_top_y_position = screen_top_y_position + credits_text_top_offset_in_pixels;
        MATH::FloatRectangle credits_title_text_screen_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            screen_left_x_position,
            credits_text_start_top_y_position,
            screen_width_in_pixels,
            SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS);

        renderer.RenderCenteredText(
            "CREDITS",
            RESOURCES::AssetId::FONT_TEXTURE,
            credits_title_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        // RENDER TEXT CREDITING GOD.
        const std::string GOD_CREDIT_TEXT = R"(Him by whom "all things were created" and "all things consist" - from Colossians 1:16-17 (KJV))";

        // Some additional spacing is added to help offset this credit text from previous text.
        float start_of_credits_top_y_position_in_pixels = 2 * SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS + credits_text_start_top_y_position;

        // This text takes multiple lines to render using the current font.
        const unsigned int GOD_CREDIT_TEXT_LINE_COUNT = 4;
        const float GOD_CREDIT_TEXT_HEIGHT_IN_PIXELS = static_cast<float>(GOD_CREDIT_TEXT_LINE_COUNT * SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS);
        MATH::FloatRectangle current_credit_text_screen_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            screen_left_x_position,
            start_of_credits_top_y_position_in_pixels,
            screen_width_in_pixels,
            GOD_CREDIT_TEXT_HEIGHT_IN_PIXELS);

        renderer.RenderCenteredText(
            GOD_CREDIT_TEXT,
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        // RENDER ADDITIONAL CREDITS FOR INDIVIDUAL PEOPLE.
        // Some additional spacing is added to help offset this credit text from other text.
        const float SPACING_BEFORE_REMAINING_CREDITS = (2 * SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS);
        float current_credits_text_top_y_position_in_pixels = 
            start_of_credits_top_y_position_in_pixels +
            GOD_CREDIT_TEXT_HEIGHT_IN_PIXELS +
            SPACING_BEFORE_REMAINING_CREDITS;
        current_credit_text_screen_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            screen_left_x_position,
            current_credits_text_top_y_position_in_pixels,
            screen_width_in_pixels,
            SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS);
        renderer.RenderCenteredText(
            "Programming - Jacob Pike",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        const MATH::Vector2f MOVE_DOWN_SINGLE_LINE(0, SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS);
        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);        
        renderer.RenderCenteredText(
            "Graphics - Jacob Pike",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Music - Chad Pike",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        // RENDER ADDITIONAL CREDITS FOR SOUND EFFECTS.
        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "ANIMAL SOUNDS",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "soundbible.com",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "BuffBill84",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Mike Koenig",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "snottyboy",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "NPS",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "fws.gov",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "BlastwaveFx.com",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Daniel Simion",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Caroline Ford",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "JimBob",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "J Dawg",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "wrzesien",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        // RENDER ADDITIONAL CREDITS FOR DEVELOPMENT TOOLS.
        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "DEVELOPMENT TOOLS",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Visual Studio 2017",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Git/GitHub",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Microsoft Paint",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Bfxr",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Doxygen",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "SFML",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "Catch",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        // RENDER ADDITIONAL CREDITS FOR OTHER RESOURCES.
        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "OTHER RESOURCES",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        current_credit_text_screen_rectangle.Move(MOVE_DOWN_SINGLE_LINE);
        renderer.RenderCenteredText(
            "KJV Bible",
            RESOURCES::AssetId::FONT_TEXTURE,
            current_credit_text_screen_rectangle,
            CREDITS_TEXT_COLOR);

        // RENDER SOME HELP TEXT TO INFORM PLAYERS HOW TO RETURN TO THE TITLE SCREEN.
        const float SCREEN_Y_POSITION_ONE_LINE_BEFORE_BOTTOM = screen_height_in_pixels - SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS;
        MATH::FloatRectangle help_text_screen_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            screen_left_x_position,
            SCREEN_Y_POSITION_ONE_LINE_BEFORE_BOTTOM,
            screen_width_in_pixels,
            SINGLE_TEXT_LINE_HEIGHT_IN_PIXELS);
        // A black rectangle is rendered behind the text to avoid having the text overlap
        // with other text from the credits and make things hard to read.
        renderer.RenderScreenRectangle(help_text_screen_rectangle, GRAPHICS::Color::BLACK);
        renderer.RenderText(
            "[ESC] to title",
            RESOURCES::AssetId::FONT_TEXTURE,
            help_text_screen_rectangle,
            CREDITS_TEXT_COLOR);
    }