umorna/source/render.c

78 lines
2.5 KiB
C

#include "render.h"
#include <stdlib.h>
#include <raylib.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");
render_texture [model_1_1] = LoadTexture ("sprite/model_1_1.png");
render_texture [model_1_2] = LoadTexture ("sprite/model_1_2.png");
render_texture [model_2_1] = LoadTexture ("sprite/model_2_1.png");
render_texture [model_2_2] = LoadTexture ("sprite/model_2_2.png");
render_texture [model_2_4] = LoadTexture ("sprite/model_2_4.png");
render_texture [model_3_2] = LoadTexture ("sprite/model_3_2.png");
render_texture [model_4_5] = LoadTexture ("sprite/model_4_5.png");
}