예제 #1
0
파일: view.c 프로젝트: comp20141117/Clock
static void render_colon(int show)
{
	if(show) {
		SDL_Rect clip = { 13 * DIGIT_WIDTH, 0, COLON_WIDTH, COLON_HEIGHT };
		texture_render(&digits_texture, COLON_X, COLON_Y, &clip);
	}
}
예제 #2
0
int game_update() {
	
	// remove last committed color 
	SDL_SetRenderDrawColor(g_render, 0xFF, 0xFF, 0xFF, 0xFF);

	// Clear screen
	SDL_RenderClear(g_render);
	
	// calculate angle
	// double gamepad_angle = atan2( (double) g_y_direction, (double) g_x_direction ) * (180.0 / M_PI);
	// 	if ( g_x_direction == 0 && g_y_direction == 0 ) gamepad_angle = 0;
	// 	
	// 	// todo: check parameters 	
	// 	texture_render_with_clip_and_rotation(
	// 		&g_current_texture,
	// 		( SCREEN_WIDTH - g_current_texture.w ) / 2, 
	// 		( SCREEN_HEIGHT - g_current_texture.h ) / 2,
	// 		0,
	// 		gamepad_angle,
	// 		0,
	// 		0);
		
	texture_render(&g_current_texture, 0, 0);
	// Update screen
	SDL_RenderPresent(g_render);
	return 0;
}
예제 #3
0
int game_update() {
	
	// remove last committed color 
	SDL_SetRenderDrawColor(g_render, 0xFF, 0xFF, 0xFF, 0xFF);
	// Clear screen
	SDL_RenderClear(g_render);
	
	// render buttons
	// for (int i = 0; i < TOTAL_BUTTONS; ++i) {
	// 		btn_render(&g_buttons[ i ]);
	// 	}
	texture_render(g_current_texture, 0, 0);
		
	// Update screen
	SDL_RenderPresent(g_render);
	return 0;
}
예제 #4
0
파일: view.c 프로젝트: comp20141117/Clock
static void render_char(int ch, int x)
{
	int char_index = get_char_index(ch);
	SDL_Rect clip = { char_index * DIGIT_WIDTH, 0, DIGIT_WIDTH, DIGIT_HEIGHT };
	texture_render(&digits_texture, PANEL_X + x, PANEL_Y, &clip);
}
예제 #5
0
int dot_render(fau_dot* dot, texture* dot_texture)
{
	texture_render(dot_texture, dot->posX, dot->posY);
	return 0;
}