SDL_RenderClear(renderer);
SDL_GetWindowSize(window, &rectTemp.w, &rectTemp.h);
- this->rectMainMapDst.Set(200, 20, rectTemp.w - 210, rectTemp.h - 40);
+ this->rectMainMapDst.Set(240, 20, rectTemp.w - 210, rectTemp.h - 40);
SDL_SetRenderDrawColor(renderer, 50, 20, 0, 255);
SDL_RenderCopy(renderer, titleTexture, &rectTitleSrc, &rectTitleDst);
{
int x, y;
SDL_GetWindowSize(window, &x, &y);
- size->Set((x - GameSurfaceSDL::sideBarWidth) / squareGraphicWidth, y / squareGraphicHeight - 1);
+ size->Set((x - 240) / squareGraphicWidth, y / squareGraphicHeight - 1);
return;
}
{
if(px >= 0 && py >= 0 && px < fieldPtr->GetWidth() && py < fieldPtr->GetHeight())
{
- SDL_Rect blitRect = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth, 30 + (py - y) * squareGraphicHeight , squareGraphicWidth, squareGraphicHeight};
+ SDL_Rect blitRect = {rectDraw.x + (px - x) * squareGraphicWidth, rectDraw.y + (py - y) * squareGraphicHeight , squareGraphicWidth, squareGraphicHeight};
/*
SDL_Rect checkRect1 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 2 + 12, 30 + (py - y) * squareGraphicHeight - 2 + 12, 4, 4};
SDL_Rect checkRect2 = {GameSurfaceSDL::sideBarWidth + (px - x) * squareGraphicWidth - 2, 30 + (py - y) * squareGraphicHeight - 2, 4, 4};
if(subJectCreaturePtr->InSight(creatureIt->second->GetPosition().GetX(), creatureIt->second->GetPosition().GetY()))
{
- SDL_Rect blitRect = {GameSurfaceSDL::sideBarWidth + (creatureIt->second->GetPosition().GetX() - x) * squareGraphicWidth, 30 + (creatureIt->second->GetPosition().GetY()- y) * squareGraphicHeight, squareGraphicWidth, squareGraphicHeight};
+ SDL_Rect blitRect = {rectDraw.x + (creatureIt->second->GetPosition().GetX() - x) * squareGraphicWidth, rectDraw.y + (creatureIt->second->GetPosition().GetY()- y) * squareGraphicHeight, squareGraphicWidth, squareGraphicHeight};
SDL_RenderCopy(renderer, creatureTextures[creatureIt->first], &symbolRect, &blitRect);
}