SDL_BlitSurface(symbolSurface, &symbolRect, surface, &blitRect);
SDL_FreeSurface(symbolSurface);
- floorSurfaces.insert(std::map<TAG, SDL_Surface*>::value_type(floorIt->first, surface));
+ floorSurfaces.insert(std::map<TAG, SDL_Texture*>::value_type(floorIt->first, SDL_CreateTextureFromSurface(renderer, surface)));
+
//SDL_FreeSurface(surface);
}
// SDL_RenderCopy(this->renderer, unknownFieldTexture, &fieldRect, &blitRect);
}
*/
- if(subJectCreaturePtr->InSight(px, py))
+ if(subJectCreaturePtr->GetLore()->GetFieldLore(0, px, py) > 0)
{
- SDL_Rect fieldRect = {blitRect.x % 128, blitRect.y % 128, squareGraphicWidth, squareGraphicHeight};
- SDL_RenderCopy(this->renderer, unseenFieldTexture, &fieldRect, &blitRect);
+ TAG tag = fieldPtr->GetSquare(px, py)->GetFloorTag();
+ SDL_RenderCopy(renderer, floorSurfaces[tag], &symbolRect, &blitRect);
+ if(!subJectCreaturePtr->InSight(px, py))
+ {
+ SDL_Rect fieldRect = {blitRect.x % 128, blitRect.y % 128, squareGraphicWidth, squareGraphicHeight};
+ SDL_RenderCopy(this->renderer, unseenFieldTexture, &fieldRect, &blitRect);
+ }
}
else
{
SDL_Surface *windowSurface; //!< \83Q\81[\83\80\83E\83B\83\93\83h\83E\82ÌSurface\8eQ\8fÆ
- SDL_Texture *titleTexture; //!< \83Q\81[\83\80\83^\83C\83g\83\8b\83O\83\89\83t\83B\83b\83N\82ÌSurface\8eQ\8fÆ
+ SDL_Texture *titleTexture; //!< \83Q\81[\83\80\83^\83C\83g\83\8b\83O\83\89\83t\83B\83b\83N\82ÌTexture\8eQ\8fÆ
SDL_Texture *unknownFieldTexture; //!< \96¢\92m\83t\83B\81[\83\8b\83h\83O\83\89\83t\83B\83b\83N\82ÌTexture\8eQ\8fÆ
SDL_Texture *unseenFieldTexture; //!< \8e\8b\8aE\8aO\83t\83B\81[\83\8b\83h\83O\83\89\83t\83B\83b\83N\82ÌTexture\8eQ\8fÆ
SDL_Texture *fpsTexture;
- std::map<TAG, SDL_Surface*> floorSurfaces; //!< \83t\83\8d\83A\83O\83\89\83t\83B\83b\83N\82ÌSurface\8eQ\8fÆ\83\8a\83X\83g
+ std::map<TAG, SDL_Texture*> floorSurfaces; //!< \83t\83\8d\83A\83O\83\89\83t\83B\83b\83N\82ÌSurface\8eQ\8fÆ\83\8a\83X\83g
std::map<ID, SDL_Surface*> creatureSurfaces; //!< \83N\83\8a\81[\83`\83\83\81[\83O\83\89\83t\83B\83b\83N\82ÌSurface\8eQ\8fÆ\83\8a\83X\83g
void GameSurfaceSDL::pushAnyKey(const CREATURE_IT &subjectCreatureIt);