+void Map::RenderDebug(SDL_Surface *dest, const Vector<int> &inOffset) const {
+ // TODO: skip invisible areas
+ for (int i(0); i < numAreas; ++i) {
+ const Area &area(areas[i]);
+ Vector<int> offset(inOffset + Vector<int>::FromIndex(i, width) * area.Size() * tileset->Size());
+ area.RenderDebug(dest, tileset, offset);
+ }
+ for (int i(0); i < numTriggers; ++i) {
+ Vector<int> offset((triggers[i].TilePosition() * tileset->Size()) + inOffset);
+ switch (triggers[i].GetType()) {
+ case Trigger::TYPE_NORTH:
+ sdl::HorizontalLine(dest, offset + (tileset->Size() / 4), tileset->Width() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_EAST:
+ sdl::VerticalLine(dest, offset + Vector<int>(tileset->Width() * 3 / 4, tileset->Height() / 4), tileset->Height() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_SOUTH:
+ sdl::HorizontalLine(dest, offset + Vector<int>(tileset->Width() / 4, tileset->Height() * 3 / 4), tileset->Width() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_WEST:
+ sdl::VerticalLine(dest, offset + (tileset->Size() / 4), tileset->Width() / 2, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ break;
+ case Trigger::TYPE_CONTACT: {
+ SDL_Rect destRect;
+ destRect.x = offset.X() + (tileset->Width() / 4);
+ destRect.y = offset.Y() + (tileset->Height() / 4);
+ destRect.w = tileset->Width() / 2;
+ destRect.h = tileset->Height() / 2;
+ SDL_FillRect(dest, &destRect, SDL_MapRGB(dest->format, 0x00, 0xFF, 0xFF));
+ }
+ break;
+ }
+ }
+}
+