field.x = 20 + offset;
field.y = 20;
for(int i=0;i<10;i++)
{
for(int j = 0;j<10;j++)
{
ch = p->field[i][j];
if(ch == Boat)
{
ch = Wasser;
}
size.x = ch*80; //меняеться на расположение в текстуре
size.y = 0;
SDL_RenderCopy(gRenderer,res->titleset,&size,&field);
field.x+=size_title;
}
field.x = 20 + offset;
field.y+=size_title;
}
}
void render()
{
SDL_RenderClear(gRenderer);
switch(res->lvl)
{
case lMenu:
SDL_RenderCopy(gRenderer, res->menu, NULL, NULL);//backround
for(int i = 0;i<3;i++)
Листинг А.1, лист 4
SDL_RenderCopy(gRenderer,res->button,&res->btnSize[i],&res->btnField[i]);//button
break;
case lGame1vs1: //поле для игры одно и то же
case lGame1vsComp:
SDL_RenderCopy(gRenderer, res->field, NULL, NULL);//backround
SDL_RenderCopy(gRenderer,res->button,&res->btnExitSize,&res->btnExitField);
renderField();
break;
case lWin:
if(res->p2.countBoats==0)
{
rec1.y=20;
}
SDL_RenderCopy(gRenderer, res->win, NULL, NULL);//backround
if(res->lvl==lGame1vs1)
SDL_RenderCopy(gRenderer, res->players, &rec1, &rec2);
break;
case lFail:
SDL_RenderCopy(gRenderer, res->fail, NULL, NULL);//backround
break;
default:
;
}
Листинг А.1, лист 5