86 if (asc_active_window->resized) { |
86 if (asc_active_window->resized) { |
87 AscSceneNode *node = behavior->node; |
87 AscSceneNode *node = behavior->node; |
88 asc_vec2u window_size = asc_active_window->dimensions; |
88 asc_vec2u window_size = asc_active_window->dimensions; |
89 // TODO: replace scale with asc_sprite_set_size() |
89 // TODO: replace scale with asc_sprite_set_size() |
90 asc_set_scale(node, (float)window_size.width, (float)window_size.height, 1); |
90 asc_set_scale(node, (float)window_size.width, (float)window_size.height, 1); |
91 // TODO: implement texture repetition |
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92 } |
91 } |
93 } |
92 } |
94 |
93 |
95 static void create_backdrop(void) { |
94 static void create_backdrop(void) { |
96 AscSceneNode *node = asc_sprite(.texture = TEXTURE_BACKDROP); |
95 AscSceneNode *node = asc_sprite( |
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96 .texture = TEXTURE_BACKDROP, |
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97 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT |
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98 ); |
97 asc_behavior_add(node, .func = scale_backdrop); |
99 asc_behavior_add(node, .func = scale_backdrop); |
98 asc_scene_add_node(BACKDROP_SCENE, node); |
100 asc_scene_add_node(BACKDROP_SCENE, node); |
99 } |
101 } |
100 |
102 |
101 static void create_fps_counter(void) { |
103 static void create_fps_counter(void) { |