}
}
+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);
+ }
+}
+
}