void draw_function( void ) { spClearTarget( 0 ); char buffer[256]; sprintf(buffer,"FPS: %i",spGetFPS()); spFontDrawRight( spGetWindowSurface()->w-1, spGetWindowSurface()->h-font->maxheight, -1, buffer, font ); spFlip(); }
void ShmupStage::Render() { if( stageFlag < 2 ) return; curGame->Render(); char buffer[256]; sprintf( buffer, "FPS: %i", spGetFPS() ); spFontDrawRight( spGetWindowSurface()->w-1, spGetWindowSurface()->h-font->maxheight, -1, buffer, font ); /* sprintf( buffer, "Pos: %i", curGame->Scenery->ScrollLevelPosition ); spFontDraw( 3, spGetWindowSurface()->h-font->maxheight, -1, buffer, font ); */ }
void draw_schizo( void ) { RESET_ZBUFFER CLEAN_TARGET((*levelPointer)->backgroundColor) spSetZSet( Z_SORTING ); spSetZTest( Z_SORTING ); spSetAlphaTest( 1 ); drawLevel((*levelPointer)); //HUD (for debug reasons) spSetZSet( 0 ); spSetZTest( 0 ); spSetAlphaTest( 1 ); char buffer[256]; sprintf( buffer, "camera X: %i\ncamera Y: %i\ncollisiontests: %i\nfps: %i\nspeed:%.5i,%.5i", (*levelPointer)->currentCamera.x >> SP_ACCURACY-5,(*levelPointer)->currentCamera.y >> SP_ACCURACY-5, getCollisionCount(),spGetFPS(), (*levelPointer)->choosenPlayer->physicsElement->speed.x, (*levelPointer)->choosenPlayer->physicsElement->speed.y); spFontDrawRight( screen->w-1, screen->h-font->maxheight*5, -1, buffer, font ); #if defined ZOOMUP && defined ZOOMDOWN #ifdef FIRSTUP spScale2XSmooth(screen,dummy_screen); spScaleDownSmooth(dummy_screen,screen); #else spScaleDownSmooth(screen,dummy_screen); spScale2XSmooth(dummy_screen,screen); #endif #elif defined ZOOMUP spScale2XSmooth(screen,real_screen); #elif defined ZOOMDOWN spScaleDownSmooth(screen,real_screen); #endif if (levelFade > 0) // Fade in spInterpolateTargetToColor(0,(levelFade*SP_ONE)/FADE_TIME); if (levelFade < 0) // Fade out spInterpolateTargetToColor(0,SP_ONE+(levelFade*SP_ONE)/FADE_TIME); spFlip(); }