diff options
Diffstat (limited to 'src/test/testrender.c')
-rw-r--r-- | src/test/testrender.c | 48 |
1 files changed, 25 insertions, 23 deletions
diff --git a/src/test/testrender.c b/src/test/testrender.c index b8dc500..c46263d 100644 --- a/src/test/testrender.c +++ b/src/test/testrender.c @@ -5,12 +5,13 @@ #define DATA_BASEPATH "./data" -int buildTestRL(gameRess_t *gRess, gameState_t *gState, int rlMaxLen, renderItem_t renderList[]); +int buildTestRL(gameRess_t *gRess, gameUI_t *gUI, int rlMaxLen); int main(int argc, char **argv) { gameIni_t gIni; gameRess_t gRess; gameState_t gState; + gameUI_t gUI; SDL_Window *win; SDL_Renderer *rend; @@ -39,6 +40,7 @@ int main(int argc, char **argv) { SDL_memset(&gIni,0,sizeof(gameIni_t)); SDL_memset(&gRess,0,sizeof(gameRess_t)); SDL_memset(&gState,0,sizeof(gameState_t)); + SDL_memset(&gUI,0,sizeof(gameUI_t)); res=loadLevel(DATA_BASEPATH, argv[1], argv[2], &gIni); if (res!=0) exit(res); @@ -46,21 +48,21 @@ int main(int argc, char **argv) { res=mySDLInit(__FILE__, winPos, initFlags, winFlags, rendFlags, &win, &rend, &rendInfo, &viewport); if (res!=0) exit(res); - res=loadMiscRes(rend, &gIni, &gRess); if (res!=0) exit(res); + res=loadMiscRes (rend, &gIni, &gRess); if (res!=0) exit(res); res=loadStyleRes(rend, &gIni, &gRess); if (res!=0) exit(res); res=paintTerrain(&gIni, &gRess, &gState); if (res!=0) exit(res); - res=renderTerrainToTexture(rend, &gState); if (res!=0) exit(res); + res=renderTerrainToTextures(rend, gState.terrain, &gUI); + if (res!=0) exit(res); - gState.renderListSize=buildTestRL(&gRess, &gState, MAX_RENDERLIST_SIZE, gState.renderList); - gState.cameraX = gIni.level.xPos; + gUI.renderListSize=buildTestRL(&gRess, &gUI, MAX_RENDERLIST_SIZE); + gUI.cameraX = gIni.level.xPos; /* Main render loop */ uiTick = 0; mainLoopEnd = 0; while (!mainLoopEnd) { - int i; /* Check for events */ while (SDL_PollEvent(&uiEvent)) { @@ -69,26 +71,26 @@ int main(int argc, char **argv) { } } - (void) renderTerrainToTexture(rend, &gState); + (void) renderTerrainToTextures(rend, gState.terrain, &gUI); SDL_RenderClear(rend); - (void) renderSprites(rend, &gState); + (void) renderSprites(rend, &gUI); SDL_RenderPresent(rend); if (uiTick % 4 == 0) { + int i; gState.tick++; - for (i=0;i<gState.renderListSize;i++) { - renderItem_t *it = &gState.renderList[i]; + for (i=0;i<gUI.renderListSize;i++) { + renderItem_t *it = &gUI.renderList[i]; if (it->animate==1) { it->currframe = (it->currframe + 1) % it->sprite->frames; } } } SDL_Delay(25); - gState.cameraX = (gState.cameraX + 1) % (LEVEL_WIDTH - MPL_WIN_W); + gUI.cameraX = (gUI.cameraX + 1) % (LEVEL_WIDTH - MPL_WIN_W); uiTick++; } - disposeRenderList(&gState); unloadStyleRes(&gRess); unloadMiscRes(&gRess); @@ -132,26 +134,26 @@ int addRLitem(renderItem_t list[], sprite_t *it, int rlMaxLen) { return cur; } -int buildTestRL(gameRess_t *gRess, gameState_t *gState, int rlMaxLen, renderItem_t renderList[]) { +int buildTestRL(gameRess_t *gRess, gameUI_t *gUI, int rlMaxLen) {; int i, rlLen; - rlLen=addRLitem(renderList, &gState->terrainSprite, rlMaxLen); - rlLen=addRLitem(renderList, NULL, rlMaxLen); + rlLen=addRLitem(gUI->renderList, &gUI->terrainSprite, rlMaxLen); + rlLen=addRLitem(gUI->renderList, NULL, rlMaxLen); for (i=0; i<MAX_LEMMANIM_COUNT; i++) { - rlLen=addRLitem(renderList, &gRess->lemmingAnims[i], rlMaxLen); + rlLen=addRLitem(gUI->renderList, &gRess->lemmingAnims[i], rlMaxLen); } - rlLen=addRLitem(renderList, NULL, rlMaxLen); + rlLen=addRLitem(gUI->renderList, NULL, rlMaxLen); for (i=0; i<MAX_OBJECTS_COUNT; i++) { - rlLen=addRLitem(renderList, &gRess->objects[i], rlMaxLen); + rlLen=addRLitem(gUI->renderList, &gRess->objects[i], rlMaxLen); } - rlLen=addRLitem(renderList, NULL, rlMaxLen); + rlLen=addRLitem(gUI->renderList, NULL, rlMaxLen); - rlLen=addRLitem(renderList, &gRess->font1, rlMaxLen); - rlLen=addRLitem(renderList, &gRess->font2, rlMaxLen); - rlLen=addRLitem(renderList, &gRess->countdown, rlMaxLen); - rlLen=addRLitem(renderList, &gRess->cursor, rlMaxLen); + rlLen=addRLitem(gUI->renderList, &gRess->font1, rlMaxLen); + rlLen=addRLitem(gUI->renderList, &gRess->font2, rlMaxLen); + rlLen=addRLitem(gUI->renderList, &gRess->countdown, rlMaxLen); + rlLen=addRLitem(gUI->renderList, &gRess->cursor, rlMaxLen); return rlLen; } |