#include "render.h" float render_zoom = 2.0; static Texture2D render_texture [render_texture_count]; static Font font = { 0 }; static Color tint = { 255, 255, 255, 255 }; static Vector2 dump = { 0, 0 }; int render_width (void) { return (GetScreenWidth ()); } int render_height (void) { return (GetScreenHeight ()); } void render_sprite (int sprite, int x, int y, int u, int v, int width, int height) { Rectangle source, destination; source.x = u; source.y = v; source.width = width; source.height = height; destination.x = x; destination.y = y; destination.width = width * ((sprite <= ui) ? 1 : render_zoom); destination.height = height * ((sprite <= ui) ? 1 : render_zoom); DrawTexturePro (render_texture [sprite], source, destination, dump, 0.0, tint); } void render_string (char * string, int x, int y) { Vector2 position = { 4, 4 }; position.x += x; position.y += y; DrawTextPro (font, string, position, dump, 0.0, FONT_SIZE, 4, tint); } static void render_clean_up (void) { CloseWindow (); } void render_configure (void) { InitWindow (1800, 900, "EAX"); SetExitKey (KEY_ESCAPE); SetTargetFPS (60); font = LoadFont ("sprite/gothic.ttf"); atexit (render_clean_up); render_texture [neonui] = LoadTexture ("sprite/neonui.png"); render_texture [ui] = LoadTexture ("sprite/ui.png"); SetTextureFilter (render_texture [neonui], TEXTURE_FILTER_POINT); SetTextureFilter (render_texture [ui], TEXTURE_FILTER_POINT); render_texture [traits] = LoadTexture ("sprite/traits.png"); render_texture [skills] = LoadTexture ("sprite/skills.png"); render_texture [values] = LoadTexture ("sprite/values.png"); render_texture [orcs] = LoadTexture ("sprite/orcs.png"); render_texture [humans] = LoadTexture ("sprite/humans.png"); render_texture [elves] = LoadTexture ("sprite/elves.png"); render_texture [ashlands] = LoadTexture ("sprite/ashlands.png"); render_texture [base_1] = LoadTexture ("sprite/base_1.png"); render_texture [base_2] = LoadTexture ("sprite/base_2.png"); }