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); } }
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; }
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; }
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); }
int dot_render(fau_dot* dot, texture* dot_texture) { texture_render(dot_texture, dot->posX, dot->posY); return 0; }