Added some basic font rendering and texas holdem
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@@ -14,7 +14,7 @@ tileset_t * tilesetCreate(
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int32_t borderX, int32_t borderY
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) {
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tileset_t *tileset;
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float divX, divY, tdivX;
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float tdivX, tdivY;
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int32_t x, y, i;
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tileset = malloc(sizeof(tileset_t));
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@@ -31,21 +31,30 @@ tileset_t * tilesetCreate(
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tileset->rows = rows;
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// Calculate division sizes (pixels)
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divX = (width - (borderX * 2) - (gapX * (columns - 1))) / columns;
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divY = (height - (borderY * 2) - (gapY * (rows - 1))) / rows;
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tileset->divX = (width - (borderX * 2) - (gapX * (columns - 1))) / columns;
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tileset->divY = (height - (borderY * 2) - (gapY * (rows - 1))) / rows;
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// Calculate the division sizes (units)
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divX = divX / width;
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divY = divY / height;
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tdivX = tileset->divX / width;
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tdivY = tileset->divY / height;
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// Calculate the divisions
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// Calculate the divisions (in units)
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i = -1;
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for(y = 0; y < rows; y++) {
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for(x = 0; x < columns; x++) {
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tileset->divisions[++i].x0 = borderX + (divX * x) + (gapX * x);
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tileset->divisions[i].y0 = borderY + (divY * y) + (gapY * y);
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tileset->divisions[i].x1 = tileset->divisions[i].x0 + divX;
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tileset->divisions[i].y1 = tileset->divisions[i].y0 + divY;
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tileset->divisions[++i].x0 = (
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borderX + (tileset->divX * x) + (gapX * x)
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) / width;
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tileset->divisions[i].x1 = tileset->divisions[i].x0 + tdivX;
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// tileset->divisions[i].y0 = (borderY + (divY * y) + (gapY * y)) / height;
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// tileset->divisions[i].y1 = tileset->divisions[i].y0 + tdivY;
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// Vertically flipped for OpenGL
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tileset->divisions[i].y1 = (
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borderY + (tileset->divY * y) + (gapY * y)
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) / height;
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tileset->divisions[i].y0 = tileset->divisions[i].y1 + tdivY;
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}
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}
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