virtual void GameSurface::ViewCreatureStatus(Creature *creaturePtr) { creaturePtr; }
/*!
+ * @brief \83Q\81[\83\80\89æ\96Ê\8d¶\82É\83v\83\8c\83C\83\84\81[\8aÈ\97ª\8fî\95ñ\82ð\95\\8e¦\82·\82é\81B
+ * @param creaturePtr \95\\8e¦\82µ\82½\82¢\83N\83\8a\81[\83`\83\83\81[\82Ì\83C\83\93\83X\83^\83\93\83X\8eQ\8fÆ\83|\83C\83\93\83^\81BNULL\82È\82ç\82Î\94ñ\95\\8e¦\81B
+ * @return \82È\82µ
+ */
+ virtual void GameSurface::SetSideStatusCreature(Creature *creaturePtr) { creaturePtr; }
+
+ /*!
* @brief \83Q\81[\83\80\89æ\96Ê\95\\8e¦\82·\82é\83t\83\8d\83A\82ð\90Ø\82è\91Ö\82¦\82é\81B
* @param floorPtr \95\\8e¦\82µ\82½\82¢\83t\83\8d\83A\82Ì\83C\83\93\83X\83^\83\93\83X\8eQ\8fÆ\83|\83C\83\93\83^\81BNULL\82È\82ç\82Î\94ñ\95\\8e¦\81B
* @return \82È\82µ
SDL_Event event;
do
{
+ this->Redraw();
SDL_PollEvent(&event);
} while(event.type != SDL_KEYDOWN);
}
void GameSurfaceSDL::ViewCreatureStatus(Creature *creaturePtr)
{
- viewCreaturePtr = creaturePtr;
- Redraw();
+ this->viewCreaturePtr = creaturePtr;
pushAnyKey();
- viewCreaturePtr = NULL;
+ this->viewCreaturePtr = NULL;
+ }
+
+ void GameSurfaceSDL::SetSideStatusCreature(Creature *creaturePtr)
+ {
+ this->sideStatusCreatutePtr = creaturePtr;
}
void GameSurfaceSDL::SetFloor(Floor *floorPtr)
{
- viewFloorPtr = floorPtr;
+ this->viewFloorPtr = floorPtr;
}
void GameSurfaceSDL::drawCreatureStatus(Creature *creaturePtr)
while (SDL_PollEvent(&event))
{
+ this->Redraw();
switch(event.type)
{
{
this->currentMessage = message;
messageSurface = TTF_RenderUTF8_Blended(font, toUTF8(this->currentMessage.c_str()).c_str(), color);
- Redraw();
pushAnyKey();
this->currentMessage.erase();
- Redraw();
SDL_FreeSurface(messageSurface);
}
SDL_Renderer *renderer; //!< SDL\97p\83\8c\83\93\83_\83\89\8eQ\8fÆ\83|\83C\83\93\83^
SDL_Window *window; //!< SDL\83E\83B\83\93\83h\83E\8eQ\8fÆ\83|\83C\83\93\83^
- Creature *viewCreaturePtr; //!< \8c»\8dÝ\82Ì\83X\83e\81[\83^\83X\95\\8e¦\91Î\8fÛ\82Æ\82È\82éCreature\8eQ\8fÆ
+ Creature *viewCreaturePtr; //!< \8c»\8dÝ\82Ì\83X\83e\81[\83^\83X\95\\8e¦\91Î\8fÛ\82Æ\82È\82éCreature\8eQ\8fÆ\83|\83C\83\93\83^
+ Creature *sideStatusCreatutePtr; //!< \8c»\8dÝ\82Ì\83X\83e\81[\83^\83X\8aÈ\88Õ\95\\8e¦\91Î\8fÛ\82Æ\82È\82éCreature\8eQ\8fÆ\83|\83C\83\93\83^
Floor *viewFloorPtr; //!< \95`\89æ\91Î\8fÛ\82Æ\82È\82éFloor\8eQ\8fÆ
Coordinates focusPoint; //!< \83t\83\8d\83A\82Ì\95`\89æ\8d¶\8fã\92n\93_
void GameSurfaceSDL::ViewCreatureStatus(Creature *creaturePtr);
/*!
+ * @brief \83Q\81[\83\80\89æ\96Ê\8d¶\82É\83v\83\8c\83C\83\84\81[\8aÈ\97ª\8fî\95ñ\82ð\95\\8e¦\82·\82é\81B
+ * @param creaturePtr \95\\8e¦\82µ\82½\82¢\83N\83\8a\81[\83`\83\83\81[\82Ì\83C\83\93\83X\83^\83\93\83X\8eQ\8fÆ\83|\83C\83\93\83^\81BNULL\82È\82ç\82Î\94ñ\95\\8e¦\81B
+ * @return \82È\82µ
+ */
+ void GameSurfaceSDL::SetSideStatusCreature(Creature *creaturePtr);
+
+ /*!
* @brief \95\\8e¦\82·\82é\83t\83\8d\83A\82ð\90Ø\82è\91Ö\82¦\82é
* @param floorPtr \95\\8e¦\82µ\82½\82¢\83t\83\8d\83A\82Ì\8eQ\8fÆ\83|\83C\83\93\83^
* @return \82È\82µ