78 lines
2.0 KiB
C
78 lines
2.0 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <assert.h>
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#include "actiontextbuilder.h"
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#include "util.h"
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#include "linkedlist.h"
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static SDL_Renderer *gRenderer = NULL;
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static LinkedList *actiontexts;
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void
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actiontextbuilder_init(SDL_Renderer *renderer)
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{
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gRenderer = renderer;
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actiontexts = linkedlist_create();
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}
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void
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actiontextbuilder_create_text(const char *msg, SDL_Color color, Position *p)
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{
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assert (gRenderer != NULL);
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Sprite *sprite = sprite_create();
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sprite->pos = *p;
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sprite_load_text_texture(sprite, "GUI/SDS_8x8.ttf", 0, 11, 1);
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texture_load_from_text(sprite->textures[0], msg, color, C_BLACK, gRenderer);
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sprite->dim = sprite->textures[0]->dim;
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linkedlist_append(&actiontexts, actiontext_create(sprite));
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}
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void
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actiontextbuilder_update(UpdateData *data)
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{
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LinkedList *remaining = linkedlist_create();
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while (actiontexts) {
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ActionText *text = linkedlist_pop(&actiontexts);
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if (text->dead) {
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actiontext_destroy(text);
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} else {
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actiontext_update(text, data);
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linkedlist_append(&remaining, text);
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}
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}
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actiontexts = remaining;
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}
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void
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actiontextbuilder_render(Camera *cam)
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{
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LinkedList *actiontext = actiontexts;
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while (actiontext) {
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actiontext_render(actiontext->data, cam);
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actiontext = actiontext->next;
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}
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}
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void
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actiontextbuilder_close(void)
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{
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while (actiontexts)
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actiontext_destroy(linkedlist_pop(&actiontexts));
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}
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