* @param y \8aî\8f\80Y\8dÀ\95W
* @return \82È\82µ
*/
- virtual void GameSurface::FocusField(int x, int y) { x; y; }
+ virtual void GameSurface::FocusField(MAP_LENGTH x, MAP_LENGTH y) { x; y; }
/*!
* @brief \83t\83\8d\83A\95\\8e¦\82Ì\83t\83H\81[\83J\83X\82ð\95Ï\8dX\82·\82é
MAP_LENGTH px, py;
- int w = rectDraw.w / squareGraphicWidth + 1;
- int h = rectDraw.h / squareGraphicHeight + 1;
- int x = focusPoint.GetX() - (w / 2);
- int y = focusPoint.GetY() - (h / 2);
- if(x > viewFieldPtr->GetWidth() - w) x = viewFieldPtr->GetWidth();
- if(y > viewFieldPtr->GetHeight() - h) y = viewFieldPtr->GetHeight();
+ MAP_LENGTH w = rectDraw.w / this->squareGraphicWidth + 1;
+ MAP_LENGTH h = rectDraw.h / this->squareGraphicHeight + 1;
+ MAP_LENGTH x = this->focusPoint.GetX() - (w / 2);
+ MAP_LENGTH y = this->focusPoint.GetY() - (h / 2);
+ /*
+ if(x > this->viewFieldPtr->GetWidth() - w) x = this->viewFieldPtr->GetWidth();
+ if(y > this->viewFieldPtr->GetHeight() - h) y = this->viewFieldPtr->GetHeight();
if(x < 0) x = 0;
if(y < 0) y = 0;
+ */
SDL_RenderSetViewport(this->renderer, &rectDraw);
}
- void GameSurfaceSDL::FocusField(int x, int y)
+ void GameSurfaceSDL::FocusField(MAP_LENGTH x, MAP_LENGTH y)
{
this->focusPoint.Set(x, y);
}
* @param y \8aî\8f\80Y\8dÀ\95W
* @return \82È\82µ
*/
- void GameSurfaceSDL::FocusField(int x, int y);
+ void GameSurfaceSDL::FocusField(MAP_LENGTH x, MAP_LENGTH y);
/*!
* @brief \83t\83\8d\83A\95\\8e¦\82Ì\83t\83H\81[\83J\83X\82ð\95Ï\8dX\82·\82é