*/
int Color::GetAlpha(void);
+ /*!
+ * @brief \90F\92l\82ð\83Z\83b\83g\82·\82é
+ * @return \82È\82µ
+ */
+ void Color::SetColor(int r, int g, int b, int a);
+
};
}
this->SetID(0);
this->SetTag("UNKNOWN_FEATURE");
this->symbol = 'X';
- this->symColor.r = 40;
- this->symColor.g = 40;
- this->symColor.b = 40;
- this->symColor.a = 255;
- this->backColor.r = 0;
- this->backColor.g = 0;
- this->backColor.b = 0;
- this->backColor.a = 255;
+ this->symColor.SetColor(40, 40, 40, 255);
+ this->backColor.SetColor(0, 0, 0, 255);
}
ID Feature::GetTileID(void)
TAG tag = floorPtr->GetSquare(px, py)->getFeatureTag();
Color symColor = gameWorld->GetFeature(tag)->GetSymColor();
Color backColor = gameWorld->GetFeature(tag)->GetBackColor();
- SDL_Color sdlSymCol = {(Uint8)symColor.r, (Uint8)symColor.g, (Uint8)symColor.b, (Uint8)symColor.a};
+ SDL_Color sdlSymCol = {(Uint8)symColor.GetRed(), (Uint8)symColor.GetGreen(), (Uint8)symColor.GetBlue(), (Uint8)symColor.GetAlpha()};
SDL_Rect blitRect = {240 + px * 24, py * 24 , 24, 24};
- SDL_FillRect(windowSurface, &blitRect, SDL_MapRGBA(windowSurface->format, (Uint8)backColor.r, (Uint8)backColor.g, (Uint8)backColor.b, (Uint8)backColor.a));
+ SDL_FillRect(windowSurface, &blitRect, SDL_MapRGBA(windowSurface->format, (Uint8)backColor.GetRed(), (Uint8)backColor.GetGreen(), (Uint8)backColor.GetBlue(), (Uint8)backColor.GetAlpha()));
sprintf_s(symBuf, 5, "%c", gameWorld->GetFeature(tag)->GetSymbol());
sprintf_s(symBuf, 5, "%c", 'X');