umorna/source/render.c

107 lines
2.8 KiB
C

#include "render.h"
#include <stdlib.h>
#include <raylib.h>
static Texture2D render_texture [render_texture_count];
static Font font = { 0 };
static Color tint = { 255, 255, 255, 255 };
static Vector2 dump = { 0, 0 };
static void render_clean_up (void) {
CloseWindow ();
}
float render_zoom = 2.0;
int render_active = 0;
int signal = signal_none;
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 <= overui) ? 1 : render_zoom);
destination.height = height * ((sprite <= overui) ? 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_exit (void) {
render_active = 0;
}
static void (* render_action [80]) (void);
void render_configure (void) {
render_active = 1;
InitWindow (1800, 900, "EAX");
SetTargetFPS (60);
font = LoadFont ("sprite/gothic.ttf");
atexit (render_clean_up);
render_action [0] = render_exit;
render_texture [neonui] = LoadTexture ("sprite/neonui.png");
render_texture [ui] = LoadTexture ("sprite/ui.png");
render_texture [overui] = LoadTexture ("sprite/hack.png");
SetTextureFilter (render_texture [neonui], TEXTURE_FILTER_POINT);
SetTextureFilter (render_texture [ui], TEXTURE_FILTER_POINT);
SetTextureFilter (render_texture [overui], TEXTURE_FILTER_POINT);
render_texture [orcs] = LoadTexture ("sprite/orcs.png"); /* TODO */
render_texture [humans] = LoadTexture ("sprite/humans.png");
render_texture [elves] = LoadTexture ("sprite/elves.png");
render_texture [ashlands] = LoadTexture ("sprite/ashlands.png");
}
void render_synchronize (void) {
Color background = { 0, 0, 0, 0 };
EndDrawing ();
if (WindowShouldClose ()) { render_active = 0; }
signal = GetKeyPressed ();
switch (signal) {
case KEY_UP: signal = signal_up; break;
case KEY_DOWN: signal = signal_down; break;
case KEY_LEFT: signal = signal_left; break;
case KEY_RIGHT: signal = signal_right; break;
case KEY_ESCAPE: signal = signal_escape; break;
case KEY_R: signal = signal_r; break;
case KEY_T: signal = signal_t; break;
case KEY_S: signal = signal_s; break;
case KEY_V: signal = signal_v; break;
default: signal = signal_none; break;
}
BeginDrawing ();
ClearBackground (background);
}