#include "game.h" void render_begin(void) { SDL_RenderClear(game->renderer); if(game->state == RUNNING) SDL_SetRenderDrawColor(game->renderer, 0, 255, 255, 255); else SDL_SetRenderDrawColor(game->renderer, 92, 51, 23, 255); } void render_entities(void) { int i; SDL_Rect *src_rect; SDL_Rect dst_rect; struct Entity *entity; for(i = 0; i < game->num_entities; i ++) { entity = game->entities[i]; if(!entity) continue; dst_rect.x = (int)roundf(entity->x) - game->camera.rect.x + WINDOW_WIDTH / 2; dst_rect.y = (int)roundf(entity->y) - game->camera.rect.y + WINDOW_HEIGHT / 2; dst_rect.w = entity->w; dst_rect.h = entity->h; // Render entities src_rect = entity->use_src_rect ? &entity->src_rect : NULL; SDL_RenderCopyEx(game->renderer,entity->texture, src_rect, &dst_rect, 0, NULL, entity->mirror ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE); } } void render_flush(void) { int i; SDL_Rect *src_rect; struct Layer *c_layer = &game->layers[game->current_layer]; struct Widget *c_widget; // Render widgets for(i = 0; i < c_layer->num_widgets; i ++) { c_widget = &c_layer->widgets[i]; src_rect = c_widget->use_src_rect ? &c_widget->src_rect : NULL; SDL_SetTextureColorMod(c_widget->texture, c_widget->color.r, c_widget->color.g, c_widget->color.b); SDL_RenderCopy(game->renderer, c_widget->texture, src_rect, &c_widget->rect); } SDL_RenderPresent(game->renderer); // Empty vector //c_layer->num_entities = 0; }