{
std::map<TAG, boost::shared_ptr<Floor>>::iterator floorIt;
std::map<TAG, boost::shared_ptr<Species>>::iterator speciesIt;
- SDL_Rect floorSerfaceRect = {0, 0, squareGraphicWidth, squareGraphicHeight};
SDL_Surface *surface, *tempSurface, *symbolSurface;
//! @note TTF\83t\83H\83\93\83g\82Ì\93Ç\82Ý\8d\9e\82Ý
const int STATUS_BUFSIZE = 100;
char statusBuf[POS_MAX][STATUS_BUFSIZE];
SDL_Surface *statusSurface[POS_MAX];
-
+
SDL_Rect masterRect = {0, 0, 180, 350};
- surface = SDL_CreateRGBSurface(0, 490, 450, 32, 0, 0, 0, 0);
+ surface = SDL_CreateRGBSurface(0, 180, 350, 32, 0, 0, 0, 0);
sprintf_s(statusBuf[POS_NAME], STATUS_BUFSIZE, "\96¼\91O:%s", creaturePtr->GetName().c_str());
sprintf_s(statusBuf[POS_LEVEL], STATUS_BUFSIZE, "LV:%3d", creaturePtr->GetLevel());
void GameSurfaceSDL::drawSideCreatureStatus(void)
{
SDL_Rect masterRect = {0, 0, 180, 350};
- SDL_Rect posRect = {10, 120, 190, 470};
+ SDL_Rect posRect = {10, 120, 180, 350};
SDL_RenderCopy(renderer, creatureSideStatusTexture, &masterRect, &posRect);
}
{
SDL_Rect messageRect = {0, 0, 200, 200};
SDL_Rect messagePositon = {220, 180, 420, 380};
- SDL_Rect windowRect = {210, 170, 420, 220};
+ //SDL_Rect windowRect = {210, 170, 420, 220};
//SDL_FillRect(windowSurface, &windowRect, SDL_MapRGBA(systemMessageSurface->format, 0, 0, 0, 120));
SDL_RenderCopy(renderer, systemMessageTexture, &messageRect, &messagePositon);
}
void GameSurfaceSDL::drawGameMessage(void)
{
- SDL_Rect messageRect = {0, 0, 500, 20};
- SDL_Rect messagePositon = {242, 4, 0, 0};
- SDL_Rect windowRect = {240, 4, 600, 22};
- //SDL_FillRect(windowSurface, &windowRect, SDL_MapRGBA(gameMessageSurface->format, 0, 0, 0, 120));
+ SDL_Rect messageRect = {0, 0, 512, 20};
+ SDL_Rect messagePositon = {242, 4, 512, 20};
SDL_RenderCopy(renderer, gameMessageTexture, &messageRect, &messagePositon);
}
void GameSurfaceSDL::drawTimeStatus(void)
{
SDL_Rect messageRect = {0, 0, 200, 50};
- SDL_Rect messagePositon = {10, 480, 0, 0};
+ SDL_Rect messagePositon = {10, 480, 210, 530};
SDL_RenderCopy(renderer, gameTimeStatusTexture, &messageRect, &messagePositon);
}
void GameSurfaceSDL::GameMessage(std::string message)
{
- SDL_Surface *surface;
+ SDL_Surface *boxSurface, *textSurface;
+ SDL_Rect textPosition = {2, 2, 0, 0};
this->currentGameMessage = message;
if(gameMessageTexture) SDL_DestroyTexture(gameMessageTexture);
- surface = TTF_RenderUTF8_Blended(font, toUTF8(this->currentGameMessage.c_str()).c_str(), color);
- gameMessageTexture = SDL_CreateTextureFromSurface(renderer, surface);
- SDL_FreeSurface(surface);
+ boxSurface = SDL_CreateRGBSurface(0, 512, 20, 32, 0, 0, 0, 0);
+ textSurface = TTF_RenderUTF8_Blended(font, toUTF8(this->currentGameMessage.c_str()).c_str(), color);
+ SDL_BlitSurface(textSurface, NULL, boxSurface, &textPosition);
+ gameMessageTexture = SDL_CreateTextureFromSurface(renderer, boxSurface);
+ SDL_FreeSurface(textSurface);
+ SDL_FreeSurface(boxSurface);
}
void GameSurfaceSDL::updateCreatureGraphics(CREATURE_IT creatureIt)