• R/O
  • SSH
  • HTTPS

Commit

Frequently used words (click to add to your profile)

javac++androidlinuxc#windowsobjective-ccocoa誰得qtpythonphprubygameguibathyscaphec計画中(planning stage)翻訳omegatframeworktwitterdomtestvb.netdirectxゲームエンジンbtronarduinopreviewer

X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。


Commit MetaInfo

Revision270 (tree)
Time2021-03-21 17:57:42
Authorxops-mikan

Log Message

高解像度時に一部画面レイアウトをスケーリングするよう設計変更、OpenGLコアがコンパイルできない問題の修正。

Change Summary

Incremental Difference

--- trunk/d3dgraphics-directx.cpp (revision 269)
+++ trunk/d3dgraphics-directx.cpp (revision 270)
@@ -408,7 +408,8 @@
408408 return 1;
409409 }
410410 //フォント名:MS ゴシック サイズ:18
411- if( FAILED( D3DXCreateFont( pd3dDevice, -18, 0, FW_NORMAL, 1, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS,
411+ //if( FAILED( D3DXCreateFont( pd3dDevice, -18, 0, FW_NORMAL, 1, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS,
412+ if( FAILED( D3DXCreateFont( pd3dDevice, (int)(((float)SCREEN_HEIGHT / 480) * -18), 0, FW_NORMAL, 1, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS,
412413 DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "MS ゴシック", &pxmsfont) )
413414 ){
414415 return 1;
@@ -1779,6 +1780,20 @@
17791780 End2DMSFontTextRender();
17801781 }
17811782
1783+//! @brief 文字を表示(システムフォント使用)【スケーリング機能付き】
1784+//! @param x x座標
1785+//! @param y y座標
1786+//! @param str 文字列 (改行コード:可)
1787+//! @param color 色
1788+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DMSFontText()関数と同等です。
1789+void D3DGraphics::Draw2DMSFontTextScaling(int x, int y, char *str, int color)
1790+{
1791+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
1792+ float scaling_y = (float)SCREEN_HEIGHT / 480;
1793+
1794+ Draw2DMSFontText((int)(scaling_x * x), (int)(scaling_y * y), str, color);
1795+}
1796+
17821797 //! @brief 文字を中央揃えで表示(システムフォント使用)
17831798 //! @param x x座標
17841799 //! @param y y座標
@@ -1810,6 +1825,22 @@
18101825 End2DMSFontTextRender();
18111826 }
18121827
1828+//! @brief 文字を中央揃えで表示(システムフォント使用)【スケーリング機能付き】
1829+//! @param x x座標
1830+//! @param y y座標
1831+//! @param w 横の大きさ
1832+//! @param h 縦の大きさ
1833+//! @param str 文字列 (改行コード:可)
1834+//! @param color 色
1835+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DMSFontTextCenter()関数と同等です。
1836+void D3DGraphics::Draw2DMSFontTextCenterScaling(int x, int y, int w, int h, char *str, int color)
1837+{
1838+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
1839+ float scaling_y = (float)SCREEN_HEIGHT / 480;
1840+
1841+ Draw2DMSFontTextCenter((int)(scaling_x * x), (int)(scaling_y * y), w, h, str, color);
1842+}
1843+
18131844 //! @brief 文字を表示(システムフォント使用、小さい)
18141845 //! @param x x座標
18151846 //! @param y y座標
@@ -1930,6 +1961,22 @@
19301961 End2DRender();
19311962 }
19321963
1964+//! @brief 文字を表示(テクスチャフォント使用)【スケーリング機能付き】
1965+//! @param x x座標
1966+//! @param y y座標
1967+//! @param str 文字列 (改行コード:<b>不可</b>)
1968+//! @param color 色
1969+//! @param fontwidth 一文字の幅
1970+//! @param fontheight 一文字の高さ
1971+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DTextureFontText()関数と同等です。
1972+void D3DGraphics::Draw2DTextureFontTextScaling(int x, int y, char *str, int color, int fontwidth, int fontheight)
1973+{
1974+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
1975+ float scaling_y = (float)SCREEN_HEIGHT / 480;
1976+
1977+ Draw2DTextureFontText((int)(scaling_x * x), (int)(scaling_y * y), str, color, (int)(scaling_x * fontwidth), (int)(scaling_x * fontheight));
1978+}
1979+
19331980 //! @brief 中央寄せに文字を表示(テクスチャフォント使用)
19341981 //! @param x x座標の加算分
19351982 //! @param y y座標
@@ -1943,6 +1990,22 @@
19431990 Draw2DTextureFontText((SCREEN_WIDTH - strlen(str)*fontwidth)/2 + x, y, str, color, fontwidth, fontheight);
19441991 }
19451992
1993+//! @brief 中央寄せに文字を表示(テクスチャフォント使用)【スケーリング機能付き】
1994+//! @param x x座標の加算分
1995+//! @param y y座標
1996+//! @param str 文字列 (改行コード:<b>不可</b>)
1997+//! @param color 色
1998+//! @param fontwidth 一文字の幅
1999+//! @param fontheight 一文字の高さ
2000+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DTextureFontTextCenter()関数と同等です。
2001+void D3DGraphics::Draw2DTextureFontTextCenterScaling(int x, int y, char *str, int color, int fontwidth, int fontheight)
2002+{
2003+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2004+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2005+
2006+ Draw2DTextureFontTextCenter((int)(scaling_x * x), (int)(scaling_y * y), str, color, (int)(scaling_x * fontwidth), (int)(scaling_x * fontheight));
2007+}
2008+
19462009 #ifdef ENABLE_DEBUGCONSOLE
19472010 //! @brief 文字を表示(デバック用フォント使用)
19482011 //! @param x x座標
@@ -2161,6 +2224,21 @@
21612224 End2DRender();
21622225 }
21632226
2227+//! @brief 四角形を描画【スケーリング機能付き】
2228+//! @param x1 左上の x座標
2229+//! @param y1 左上の y座標
2230+//! @param x2 右下の x座標
2231+//! @param y2 右下の y座標
2232+//! @param color 色
2233+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DBox()関数と同等です。
2234+void D3DGraphics::Draw2DBoxScaling(int x1, int y1, int x2, int y2, int color)
2235+{
2236+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2237+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2238+
2239+ Draw2DBox((int)(scaling_x * x1), (int)(scaling_y * y1), (int)(scaling_x * x2), (int)(scaling_y * y2), color);
2240+}
2241+
21642242 //! @brief 画像を描画
21652243 //! @param x x座標
21662244 //! @param y y座標
@@ -2216,6 +2294,22 @@
22162294 End2DRender();
22172295 }
22182296
2297+//! @brief 画像を描画【スケーリング機能付き】
2298+//! @param x x座標
2299+//! @param y y座標
2300+//! @param id テクスチャ認識番号
2301+//! @param width 幅
2302+//! @param height 高さ
2303+//! @param alpha 透明度(0.0〜1.0)
2304+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DTexture()関数と同等です。
2305+void D3DGraphics::Draw2DTextureScaling(int x, int y, int id, int width, int height, float alpha)
2306+{
2307+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2308+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2309+
2310+ Draw2DTexture((int)(scaling_x * x), (int)(scaling_y * y), id, (int)(scaling_x * width), (int)(scaling_y * height), alpha);
2311+}
2312+
22192313 //! @brief 2D描画用設定を解除
22202314 void D3DGraphics::End2DRender()
22212315 {
--- trunk/d3dgraphics-opengl.cpp (revision 269)
+++ trunk/d3dgraphics-opengl.cpp (revision 270)
@@ -187,7 +187,8 @@
187187
188188 //システムフォント用意
189189 //フォント名:MS ゴシック サイズ:18
190- SystemFont = CreateFont(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
190+ //SystemFont = CreateFont(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
191+ SystemFont = CreateFont((int)(((float)SCREEN_HEIGHT / 480) * 18), 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
191192 //フォント名:MS ゴシック サイズ:12
192193 SystemSmallFont = CreateFont(12, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
193194
@@ -316,7 +317,8 @@
316317
317318 //システムフォント用意
318319 //フォント名:MS ゴシック サイズ:18
319- SystemFont = CreateFont(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
320+ //SystemFont = CreateFont(18, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
321+ SystemFont = CreateFont((int)(((float)SCREEN_HEIGHT / 480) * 18), 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
320322 //フォント名:MS ゴシック サイズ:12
321323 SystemSmallFont = CreateFont(12, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, SHIFTJIS_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FIXED_PITCH | FF_MODERN, "MS ゴシック");
322324
@@ -2440,6 +2442,20 @@
24402442 End2DRender();
24412443 }
24422444
2445+//! @brief 文字を表示(システムフォント使用)【スケーリング機能付き】
2446+//! @param x x座標
2447+//! @param y y座標
2448+//! @param str 文字列 (改行コード:可)
2449+//! @param color 色
2450+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DMSFontText()関数と同等です。
2451+void D3DGraphics::Draw2DMSFontTextScaling(int x, int y, char *str, int color)
2452+{
2453+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2454+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2455+
2456+ Draw2DMSFontText((int)(scaling_x * x), (int)(scaling_y * y), str, color);
2457+}
2458+
24432459 //! @brief 文字を中央揃えで表示(システムフォント使用)
24442460 //! @param x x座標
24452461 //! @param y y座標
@@ -2452,9 +2468,28 @@
24522468 //未使用引数対策
24532469 UNREFERENCED_PARAMETER(h);
24542470
2455- Draw2DMSFontText(x + (w/2 - (StrMaxLineLen(str)*9/2)), y, str, color);
2471+ int fonthalfsize = (int)(((float)SCREEN_HEIGHT / 480) * 9);
2472+
2473+ //Draw2DMSFontText(x + (w/2 - (StrMaxLineLen(str)*9/2)), y, str, color);
2474+ Draw2DMSFontText(x + (w/2 - (StrMaxLineLen(str)*fonthalfsize/2)), y, str, color);
24562475 }
24572476
2477+//! @brief 文字を中央揃えで表示(システムフォント使用)【スケーリング機能付き】
2478+//! @param x x座標
2479+//! @param y y座標
2480+//! @param w 横の大きさ
2481+//! @param h 縦の大きさ
2482+//! @param str 文字列 (改行コード:可)
2483+//! @param color 色
2484+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DMSFontTextCenter()関数と同等です。
2485+void D3DGraphics::Draw2DMSFontTextCenterScaling(int x, int y, int w, int h, char *str, int color)
2486+{
2487+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2488+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2489+
2490+ Draw2DMSFontTextCenter((int)(scaling_x * x), (int)(scaling_y * y), w, h, str, color);
2491+}
2492+
24582493 //! @brief 文字を表示(システムフォント使用、小さい)
24592494 //! @param x x座標
24602495 //! @param y y座標
@@ -2643,6 +2678,22 @@
26432678 delete [] TexCoordAry;
26442679 }
26452680
2681+//! @brief 文字を表示(テクスチャフォント使用)【スケーリング機能付き】
2682+//! @param x x座標
2683+//! @param y y座標
2684+//! @param str 文字列 (改行コード:<b>不可</b>)
2685+//! @param color 色
2686+//! @param fontwidth 一文字の幅
2687+//! @param fontheight 一文字の高さ
2688+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DTextureFontText()関数と同等です。
2689+void D3DGraphics::Draw2DTextureFontTextScaling(int x, int y, char *str, int color, int fontwidth, int fontheight)
2690+{
2691+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2692+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2693+
2694+ Draw2DTextureFontText((int)(scaling_x * x), (int)(scaling_y * y), str, color, (int)(scaling_x * fontwidth), (int)(scaling_x * fontheight));
2695+}
2696+
26462697 //! @brief 中央寄せに文字を表示(テクスチャフォント使用)
26472698 //! @param x x座標の加算分
26482699 //! @param y y座標
@@ -2656,6 +2707,22 @@
26562707 Draw2DTextureFontText((SCREEN_WIDTH - strlen(str)*fontwidth)/2 + x, y, str, color, fontwidth, fontheight);
26572708 }
26582709
2710+//! @brief 中央寄せに文字を表示(テクスチャフォント使用)【スケーリング機能付き】
2711+//! @param x x座標の加算分
2712+//! @param y y座標
2713+//! @param str 文字列 (改行コード:<b>不可</b>)
2714+//! @param color 色
2715+//! @param fontwidth 一文字の幅
2716+//! @param fontheight 一文字の高さ
2717+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DTextureFontTextCenter()関数と同等です。
2718+void D3DGraphics::Draw2DTextureFontTextCenterScaling(int x, int y, char *str, int color, int fontwidth, int fontheight)
2719+{
2720+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2721+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2722+
2723+ Draw2DTextureFontTextCenter((int)(scaling_x * x), (int)(scaling_y * y), str, color, (int)(scaling_x * fontwidth), (int)(scaling_x * fontheight));
2724+}
2725+
26592726 #ifdef ENABLE_DEBUGCONSOLE
26602727 //! @brief 文字を表示(デバック用フォント使用)
26612728 //! @param x x座標
@@ -2895,6 +2962,21 @@
28952962 End2DRender();
28962963 }
28972964
2965+//! @brief 四角形を描画【スケーリング機能付き】
2966+//! @param x1 左上の x座標
2967+//! @param y1 左上の y座標
2968+//! @param x2 右下の x座標
2969+//! @param y2 右下の y座標
2970+//! @param color 色
2971+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DBox()関数と同等です。
2972+void D3DGraphics::Draw2DBoxScaling(int x1, int y1, int x2, int y2, int color)
2973+{
2974+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
2975+ float scaling_y = (float)SCREEN_HEIGHT / 480;
2976+
2977+ Draw2DBox((int)(scaling_x * x1), (int)(scaling_y * y1), (int)(scaling_x * x2), (int)(scaling_y * y2), color);
2978+}
2979+
28982980 //! @brief 画像を描画
28992981 //! @param x x座標
29002982 //! @param y y座標
@@ -2961,6 +3043,22 @@
29613043 End2DRender();
29623044 }
29633045
3046+//! @brief 画像を描画【スケーリング機能付き】
3047+//! @param x x座標
3048+//! @param y y座標
3049+//! @param id テクスチャ認識番号
3050+//! @param width 幅
3051+//! @param height 高さ
3052+//! @param alpha 透明度(0.0〜1.0)
3053+//! @attention 640x480相当の解像度から現解像度へスケーリングします。それ以外はDraw2DTexture()関数と同等です。
3054+void D3DGraphics::Draw2DTextureScaling(int x, int y, int id, int width, int height, float alpha)
3055+{
3056+ float scaling_x = (float)SCREEN_HEIGHT / 480;//(float)SCREEN_WIDTH / 640;
3057+ float scaling_y = (float)SCREEN_HEIGHT / 480;
3058+
3059+ Draw2DTexture((int)(scaling_x * x), (int)(scaling_y * y), id, (int)(scaling_x * width), (int)(scaling_y * height), alpha);
3060+}
3061+
29643062 //! @brief 2D描画用設定を解除
29653063 void D3DGraphics::End2DRender()
29663064 {
--- trunk/d3dgraphics.h (revision 269)
+++ trunk/d3dgraphics.h (revision 270)
@@ -97,6 +97,9 @@
9797 #pragma comment(lib, "lib/zlib/zlib.lib")
9898 #pragma comment(lib, "lib/libpng/libpng.lib")
9999
100+#pragma comment(linker, "/NODEFAULTLIB:libcmt.lib")
101+#pragma comment(linker, "/NODEFAULTLIB:libcpmt.lib")
102+
100103 #define GRAPHICS_CORE "OpenGL 1.1" //!< バージョン表示用情報
101104
102105 #endif //GRAPHIC_ENGINE
@@ -327,10 +330,14 @@
327330 void RenderCenterline();
328331 void Renderline(float x1, float y1, float z1, float x2, float y2, float z2, int color);
329332 void Draw2DMSFontText(int x, int y, char *str, int color);
333+ void Draw2DMSFontTextScaling(int x, int y, char *str, int color);
330334 void Draw2DMSFontTextCenter(int x, int y, int w, int h, char *str, int color);
335+ void Draw2DMSFontTextCenterScaling(int x, int y, int w, int h, char *str, int color);
331336 void Draw2DMSSmallFontText(int x, int y, char *str, int color);
332337 void Draw2DTextureFontText(int x, int y, char *str, int color, int fontwidth, int fontheight);
338+ void Draw2DTextureFontTextScaling(int x, int y, char *str, int color, int fontwidth, int fontheight);
333339 void Draw2DTextureFontTextCenter(int x, int y, char *str, int color, int fontwidth, int fontheight);
340+ void Draw2DTextureFontTextCenterScaling(int x, int y, char *str, int color, int fontwidth, int fontheight);
334341 #ifdef ENABLE_DEBUGCONSOLE
335342 void Draw2DTextureDebugFontText(int x, int y, char *str, int color);
336343 #endif
@@ -337,7 +344,9 @@
337344 void Draw2DLine(int x1, int y1, int x2, int y2, int color);
338345 void Draw2DCycle(int x, int y, int r, int color);
339346 void Draw2DBox(int x1, int y1, int x2, int y2, int color);
347+ void Draw2DBoxScaling(int x1, int y1, int x2, int y2, int color);
340348 void Draw2DTexture(int x, int y, int id, int width, int height, float alpha);
349+ void Draw2DTextureScaling(int x, int y, int id, int width, int height, float alpha);
341350 bool SaveScreenShot(char *fname);
342351 int GetColorCode(float red, float green, float blue, float alpha);
343352 };
--- trunk/gamemain.cpp (revision 269)
+++ trunk/gamemain.cpp (revision 270)
@@ -379,6 +379,10 @@
379379 {
380380 float effect = 0.0f;
381381
382+ //float scaling_x = (float)SCREEN_WIDTH / 640;
383+ float scaling_y = (float)SCREEN_HEIGHT / 480;
384+ int swidth = (int)((float)SCREEN_WIDTH / SCREEN_HEIGHT * 480);
385+
382386 //ブラックアウト設定
383387 if( framecnt < (int)(1.0f*GAMEFPS) ){
384388 effect = GetEffectAlpha(framecnt, 1.0f, 1.0f, 0.0f, true);
@@ -395,8 +399,8 @@
395399 d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, d3dg->GetColorCode(0.0f,0.0f,0.0f,effect));
396400
397401 //上下の黒縁描画
398- d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, 40, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
399- d3dg->Draw2DBox(0, SCREEN_HEIGHT - 40, SCREEN_WIDTH, SCREEN_HEIGHT, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
402+ d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, (int)(scaling_y * 40), d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
403+ d3dg->Draw2DBox(0, SCREEN_HEIGHT - (int)(scaling_y * 40), SCREEN_WIDTH, SCREEN_HEIGHT, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
400404
401405 //プロジェクト名
402406 if( ((int)(0.5f*GAMEFPS) < framecnt)&&(framecnt < (int)(4.0f*GAMEFPS)) ){
@@ -405,7 +409,7 @@
405409 sprintf(str, "%s project", GAMENAME);
406410 if( framecnt < (int)(1.5f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 0.5f, false); }
407411 if( framecnt > (int)(3.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 3.0f, true); }
408- d3dg->Draw2DTextureFontTextCenter(0, SCREEN_HEIGHT - 140, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 22, 22);
412+ d3dg->Draw2DTextureFontTextCenterScaling(0, 340, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 22, 22);
409413 }
410414
411415 //スタッフ名・その1
@@ -413,14 +417,14 @@
413417 float effectA = 1.0f;
414418 if( framecnt < (int)(5.5f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 4.5f, false); }
415419 if( framecnt > (int)(7.5f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 7.5f, true); }
416- d3dg->Draw2DTextureFontText(60, 150, "ORIGINAL", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
420+ d3dg->Draw2DTextureFontTextScaling(60, 150, "ORIGINAL", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
417421 }
418422 if( ((int)(5.0f*GAMEFPS) < framecnt)&&(framecnt < (int)(9.0f*GAMEFPS)) ){
419423 float effectA = 1.0f;
420424 if( framecnt < (int)(6.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 5.0f, false); }
421425 if( framecnt > (int)(8.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 8.0f, true); }
422- d3dg->Draw2DTextureFontText(100, 180, "nine-two", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
423- d3dg->Draw2DTextureFontText(100, 210, "TENNKUU", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
426+ d3dg->Draw2DTextureFontTextScaling(100, 180, "nine-two", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
427+ d3dg->Draw2DTextureFontTextScaling(100, 210, "TENNKUU", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
424428 }
425429
426430 //スタッフ名・その2
@@ -428,14 +432,14 @@
428432 float effectA = 1.0f;
429433 if( framecnt < (int)(8.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 7.0f, false); }
430434 if( framecnt > (int)(10.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 10.0f, true); }
431- d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 310, 300, "REMAKE", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
435+ d3dg->Draw2DTextureFontTextScaling(swidth - 310, 300, "REMAKE", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
432436 }
433437 if( ((int)(7.5f*GAMEFPS) < framecnt)&&(framecnt < (int)(11.5f*GAMEFPS)) ){
434438 float effectA = 1.0f;
435439 if( framecnt < (int)(8.5f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 7.5f, false); }
436440 if( framecnt > (int)(10.5f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 10.5f, true); }
437- d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 270, 330, "[-_-;](mikan)", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
438- //d3dg->Draw2DTexture(410, 360, opening_banner, 200, 40, effectA);
441+ d3dg->Draw2DTextureFontTextScaling(swidth - 270, 330, "[-_-;](mikan)", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA), 20, 20);
442+ //d3dg->Draw2DTextureScaling(swidth - 230, 360, opening_banner, 200, 40, effectA);
439443 }
440444
441445 //ゲーム名
@@ -446,7 +450,7 @@
446450 if( framecnt < (int)(13.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 12.0f, false); }
447451 if( ((int)(15.0f*GAMEFPS) < framecnt)&&(framecnt < (int)(16.0f*GAMEFPS)) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 15.0f, true); }
448452 if( framecnt >= (int)(16.0f*GAMEFPS) ){ effectA = 0.0f; }
449- d3dg->Draw2DTextureFontTextCenter(0, (SCREEN_HEIGHT-11)/2, str, d3dg->GetColorCode(1.0f,0.0f,0.0f,effectA), 22, 22);
453+ d3dg->Draw2DTextureFontTextCenterScaling(0, (480-11)/2, str, d3dg->GetColorCode(1.0f,0.0f,0.0f,effectA), 22, 22);
450454 }
451455 }
452456
@@ -755,9 +759,11 @@
755759 int color;
756760 float effect;
757761
762+ int swidth = (int)((float)SCREEN_WIDTH / SCREEN_HEIGHT * 480);
763+
758764 //ゲームのバージョン情報表示
759- d3dg->Draw2DTextureFontText(522+1, 75+1, GAMEVERSION, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f), 18, 22);
760- d3dg->Draw2DTextureFontText(522, 75, GAMEVERSION, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 18, 22);
765+ d3dg->Draw2DTextureFontTextScaling(swidth - 118+1, 75+1, GAMEVERSION, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f), 18, 22);
766+ d3dg->Draw2DTextureFontTextScaling(swidth - 118, 75, GAMEVERSION, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 18, 22);
761767
762768 if( modescreen == 0 ){
763769 //スクロールバーの情報を取得
@@ -916,7 +922,7 @@
916922 d3dg->Draw2DLine(mainmenu_mouseX, 0, mainmenu_mouseX, SCREEN_HEIGHT, d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f));
917923
918924 //ゲームのロゴマーク描画
919- d3dg->Draw2DTexture(20, 25, gametitle, 480, 80, 1.0f);
925+ d3dg->Draw2DTextureScaling(20, 25, gametitle, 480, 80, 1.0f);
920926
921927 //ブラックアウト設定
922928 if( framecnt < (int)(2.0f*GAMEFPS) ){
@@ -1631,7 +1637,7 @@
16311637 //メモ:背景画像の描画は、自動的に行われる。
16321638
16331639 //固定文字表示
1634- d3dg->Draw2DTextureFontTextCenter(0, 30, "BRIEFING", d3dg->GetColorCode(1.0f,1.0f,0.0f,effectA), 60, 42);
1640+ d3dg->Draw2DTextureFontTextCenterScaling(0, 30, "BRIEFING", d3dg->GetColorCode(1.0f,1.0f,0.0f,effectA), 60, 42);
16351641 d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 210 - effectB_sizeW*20/2, SCREEN_HEIGHT - 37 - effectB_sizeH/2,
16361642 "LEFT CLICK TO BEGIN", d3dg->GetColorCode(1.0f,1.0f,1.0f,effectB), effectB_sizeW, effectB_sizeH);
16371643 d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 210 - 18*20/2, SCREEN_HEIGHT - 37 - 26/2, "LEFT CLICK TO BEGIN", d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 18, 26);
@@ -1638,15 +1644,15 @@
16381644
16391645 //ブリーフィング画像描画
16401646 if( TwoTexture == false ){
1641- if( TextureA == -1 ){ d3dg->Draw2DBox(40, 180, 40+160, 180+150, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f)); }
1642- else{ d3dg->Draw2DTexture(40, 180, TextureA, 160, 150, 1.0f); }
1647+ if( TextureA == -1 ){ d3dg->Draw2DBoxScaling(40, 180, 40+160, 180+150, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f)); }
1648+ else{ d3dg->Draw2DTextureScaling(40, 180, TextureA, 160, 150, 1.0f); }
16431649 }
16441650 else{
1645- if( TextureA == -1 ){ d3dg->Draw2DBox(40, 130, 40+160, 130+150, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f)); }
1646- else{ d3dg->Draw2DTexture(40, 130, TextureA, 160, 150, 1.0f); }
1651+ if( TextureA == -1 ){ d3dg->Draw2DBoxScaling(40, 130, 40+160, 130+150, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f)); }
1652+ else{ d3dg->Draw2DTextureScaling(40, 130, TextureA, 160, 150, 1.0f); }
16471653
1648- if( TextureB == -1 ){ d3dg->Draw2DBox(40, 300, 40+160, 300+150, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f)); }
1649- else{ d3dg->Draw2DTexture(40, 300, TextureB, 160, 150, 1.0f); }
1654+ if( TextureB == -1 ){ d3dg->Draw2DBoxScaling(40, 300, 40+160, 300+150, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f)); }
1655+ else{ d3dg->Draw2DTextureScaling(40, 300, TextureB, 160, 150, 1.0f); }
16501656 }
16511657
16521658 //ミッション名を取得・表示
@@ -1657,10 +1663,10 @@
16571663 else{
16581664 strcpy(mname, MIFdata.GetMissionFullname());
16591665 }
1660- d3dg->Draw2DTextureFontTextCenter(0, 90, mname, d3dg->GetColorCode(1.0f,0.5f,0.0f,1.0f), 18, 25);
1666+ d3dg->Draw2DTextureFontTextCenterScaling(0, 90, mname, d3dg->GetColorCode(1.0f,0.5f,0.0f,1.0f), 18, 25);
16611667
16621668 //ミッション説明を表示
1663- d3dg->Draw2DMSFontText(230, 180, MIFdata.GetBriefingText(), d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f));
1669+ d3dg->Draw2DMSFontTextScaling(230, 180, MIFdata.GetBriefingText(), d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f));
16641670 }
16651671
16661672 void briefing::Destroy()
@@ -2810,7 +2816,15 @@
28102816
28112817 //スコープ描画
28122818 if( (Camera_F1mode == false)&&(Camera_Debugmode == false)&&(myHuman->GetScopeMode() != 0) ){
2813- d3dg->Draw2DTexture(0, 0, Resource.GetScopeTexture(), SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f);
2819+ if( ((float)SCREEN_WIDTH / SCREEN_HEIGHT) > 1.5f ){
2820+ int swidth = (int)((float)SCREEN_HEIGHT * 1.333f)+1;
2821+ d3dg->Draw2DTexture((SCREEN_WIDTH-swidth)/2, 0, Resource.GetScopeTexture(), swidth, SCREEN_HEIGHT, 1.0f);
2822+ d3dg->Draw2DBox(0, 0, (SCREEN_WIDTH-swidth)/2, SCREEN_HEIGHT, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
2823+ d3dg->Draw2DBox(SCREEN_WIDTH - (SCREEN_WIDTH-swidth)/2, 0, SCREEN_WIDTH, SCREEN_HEIGHT, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
2824+ }
2825+ else{
2826+ d3dg->Draw2DTexture(0, 0, Resource.GetScopeTexture(), SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f);
2827+ }
28142828
28152829 if( myHuman->GetScopeMode() == 1 ){
28162830 d3dg->Draw2DLine(SCREEN_WIDTH/2-49, SCREEN_HEIGHT/2, SCREEN_WIDTH/2-4, SCREEN_HEIGHT/2, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
@@ -2821,10 +2835,18 @@
28212835 d3dg->Draw2DBox(SCREEN_WIDTH/2-1, SCREEN_HEIGHT/2-50, SCREEN_WIDTH/2+1, SCREEN_HEIGHT/2+50, d3dg->GetColorCode(0.0f,0.0f,0.0f,0.5f));
28222836 }
28232837 if( myHuman->GetScopeMode() == 2 ){
2824- d3dg->Draw2DLine(0, SCREEN_HEIGHT/2, SCREEN_WIDTH, SCREEN_HEIGHT/2, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
2825- d3dg->Draw2DLine(SCREEN_WIDTH/2, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
2826- d3dg->Draw2DBox(0, SCREEN_HEIGHT/2-1, SCREEN_WIDTH, SCREEN_HEIGHT/2+1, d3dg->GetColorCode(0.0f,0.0f,0.0f,0.5f));
2827- d3dg->Draw2DBox(SCREEN_WIDTH/2-1, 0, SCREEN_WIDTH/2+1, SCREEN_HEIGHT, d3dg->GetColorCode(0.0f,0.0f,0.0f,0.5f));
2838+ int w;
2839+ if( ((float)SCREEN_WIDTH / SCREEN_HEIGHT) > 1.5f ){
2840+ int swidth = (int)((float)SCREEN_HEIGHT * 1.333f)+1;
2841+ w = 140 + (SCREEN_WIDTH-swidth)/2;
2842+ }
2843+ else{
2844+ w = 140;
2845+ }
2846+ d3dg->Draw2DLine(w, SCREEN_HEIGHT/2, SCREEN_WIDTH -w, SCREEN_HEIGHT/2, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
2847+ d3dg->Draw2DLine(SCREEN_WIDTH/2, 60, SCREEN_WIDTH/2, SCREEN_HEIGHT -60, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f));
2848+ d3dg->Draw2DBox(w, SCREEN_HEIGHT/2-1, SCREEN_WIDTH -w, SCREEN_HEIGHT/2+1, d3dg->GetColorCode(0.0f,0.0f,0.0f,0.5f));
2849+ d3dg->Draw2DBox(SCREEN_WIDTH/2-1, 60, SCREEN_WIDTH/2+1, SCREEN_HEIGHT -60, d3dg->GetColorCode(0.0f,0.0f,0.0f,0.5f));
28282850 }
28292851 }
28302852
@@ -2982,8 +3004,8 @@
29823004 float effectA = 1.0f;
29833005 if( message_cnt < (int)(0.2f*GAMEFPS) ){ effectA = GetEffectAlpha(message_cnt, 1.0f, 0.2f, 0.0f, false); }
29843006 if( (int)((TOTAL_EVENTENT_SHOWMESSEC-0.2f)*GAMEFPS) < message_cnt ){ effectA = GetEffectAlpha(message_cnt, 1.0f, 0.2f, (TOTAL_EVENTENT_SHOWMESSEC - 0.2f), true); }
2985- d3dg->Draw2DMSFontTextCenter(0 +1, SCREEN_HEIGHT - 140 +1, SCREEN_WIDTH, 140, messtr, d3dg->GetColorCode(0.1f,0.1f,0.1f,effectA));
2986- d3dg->Draw2DMSFontTextCenter(0, SCREEN_HEIGHT - 140, SCREEN_WIDTH, 140, messtr, d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA));
3007+ d3dg->Draw2DMSFontTextCenterScaling(0 +1, 340 +1, SCREEN_WIDTH, 140, messtr, d3dg->GetColorCode(0.1f,0.1f,0.1f,effectA));
3008+ d3dg->Draw2DMSFontTextCenterScaling(0, 340, SCREEN_WIDTH, 140, messtr, d3dg->GetColorCode(1.0f,1.0f,1.0f,effectA));
29873009 }
29883010
29893011 #ifdef ENABLE_DEBUGCONSOLE
@@ -2995,14 +3017,14 @@
29953017
29963018 //リロード表示
29973019 if( reloadcnt > 0 ){
2998- d3dg->Draw2DTextureFontTextCenter(3, SCREEN_HEIGHT - 180+3, "RELOADING", d3dg->GetColorCode(0.2f,0.2f,0.2f,1.0f), 32, 34);
2999- d3dg->Draw2DTextureFontTextCenter(0, SCREEN_HEIGHT - 180, "RELOADING", d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 32, 34);
3020+ d3dg->Draw2DTextureFontTextCenterScaling(3, 300+3, "RELOADING", d3dg->GetColorCode(0.2f,0.2f,0.2f,1.0f), 32, 34);
3021+ d3dg->Draw2DTextureFontTextCenterScaling(0, 300, "RELOADING", d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 32, 34);
30003022 }
30013023
30023024 //武器切り替え表示
30033025 if( selectweaponcnt > 0 ){
3004- d3dg->Draw2DTextureFontTextCenter(3, SCREEN_HEIGHT - 180+3, "CHANGING", d3dg->GetColorCode(0.2f,0.2f,0.2f,1.0f), 32, 34);
3005- d3dg->Draw2DTextureFontTextCenter(0, SCREEN_HEIGHT - 180, "CHANGING", d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 32, 34);
3026+ d3dg->Draw2DTextureFontTextCenterScaling(3, 300+3, "CHANGING", d3dg->GetColorCode(0.2f,0.2f,0.2f,1.0f), 32, 34);
3027+ d3dg->Draw2DTextureFontTextCenterScaling(0, 300, "CHANGING", d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 32, 34);
30063028 }
30073029
30083030 //照準表示
@@ -3046,8 +3068,8 @@
30463068 if( tag == true ){
30473069 int color;
30483070 if( ObjMgr.GetObjectInfoTag(camera_x, camera_y, camera_z, camera_rx, camera_ry, &color, str) == true ){
3049- d3dg->Draw2DTextureFontTextCenter(1, SCREEN_HEIGHT/2 + 30 +1 , str, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f), 14, 18);
3050- d3dg->Draw2DTextureFontTextCenter(0, SCREEN_HEIGHT/2 + 30, str, color, 14, 18);
3071+ d3dg->Draw2DTextureFontTextCenterScaling(1, 270 +1 , str, d3dg->GetColorCode(0.0f,0.0f,0.0f,1.0f), 14, 18);
3072+ d3dg->Draw2DTextureFontTextCenterScaling(0, 270, str, color, 14, 18);
30513073 }
30523074 }
30533075
@@ -3159,10 +3181,10 @@
31593181 }
31603182
31613183 if( GameInfoData.missioncomplete == true ){
3162- d3dg->Draw2DTextureFontTextCenter(0, SCREEN_HEIGHT/2 + 10, "objective complete", d3dg->GetColorCode(1.0f,0.5f,0.0f,effect), 28, 32);
3184+ d3dg->Draw2DTextureFontTextCenterScaling(0, 240 + 10, "objective complete", d3dg->GetColorCode(1.0f,0.5f,0.0f,effect), 28, 32);
31633185 }
31643186 else{
3165- d3dg->Draw2DTextureFontTextCenter(0, SCREEN_HEIGHT/2 + 10, "mission failure", d3dg->GetColorCode(1.0f,0.0f,0.0f,effect), 28, 32);
3187+ d3dg->Draw2DTextureFontTextCenterScaling(0, 240 + 10, "mission failure", d3dg->GetColorCode(1.0f,0.0f,0.0f,effect), 28, 32);
31663188 }
31673189 }
31683190
@@ -4569,7 +4591,7 @@
45694591 //メモ:背景画像の描画は、自動的に行われる。
45704592
45714593 //固定文字表示
4572- d3dg->Draw2DTextureFontTextCenter(0, 40, "RESULT", d3dg->GetColorCode(1.0f,0.0f,1.0f,effectA), 50, 42);
4594+ d3dg->Draw2DTextureFontTextCenterScaling(0, 40, "RESULT", d3dg->GetColorCode(1.0f,0.0f,1.0f,effectA), 50, 42);
45734595
45744596 //ミッション名を取得し表示
45754597 if( MIFdata.GetFiletype() == false ){
@@ -4578,27 +4600,27 @@
45784600 else{
45794601 strcpy(mname, MIFdata.GetMissionFullname());
45804602 }
4581- d3dg->Draw2DTextureFontTextCenter(0, 100, mname, d3dg->GetColorCode(0.5f,0.5f,1.0f,1.0f), 18, 25);
4603+ d3dg->Draw2DTextureFontTextCenterScaling(0, 100, mname, d3dg->GetColorCode(0.5f,0.5f,1.0f,1.0f), 18, 25);
45824604
45834605 //ミッションクリアーの有無
45844606 if( GameInfoData.missioncomplete == true ){
4585- d3dg->Draw2DTextureFontTextCenter(0, 150, "mission successful", d3dg->GetColorCode(0.0f,1.0f,0.0f,1.0f), 24, 32);
4607+ d3dg->Draw2DTextureFontTextCenterScaling(0, 150, "mission successful", d3dg->GetColorCode(0.0f,1.0f,0.0f,1.0f), 24, 32);
45864608 }
45874609 else{
4588- d3dg->Draw2DTextureFontTextCenter(0, 150, "mission failure", d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f), 24, 32);
4610+ d3dg->Draw2DTextureFontTextCenterScaling(0, 150, "mission failure", d3dg->GetColorCode(1.0f,0.0f,0.0f,1.0f), 24, 32);
45894611 }
45904612
45914613 //結果表示
45924614 sprintf(str, "Time %dmin %dsec", GameInfoData.framecnt/(int)GAMEFPS/60, GameInfoData.framecnt/(int)GAMEFPS%60);
4593- d3dg->Draw2DTextureFontTextCenter(0, 210, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
4615+ d3dg->Draw2DTextureFontTextCenterScaling(0, 210, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
45944616 sprintf(str, "Rounds fired %d", GameInfoData.fire);
4595- d3dg->Draw2DTextureFontTextCenter(0, 260, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
4617+ d3dg->Draw2DTextureFontTextCenterScaling(0, 260, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
45964618 sprintf(str, "Rounds on target %d", intontarget);
4597- d3dg->Draw2DTextureFontTextCenter(0, 310, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
4619+ d3dg->Draw2DTextureFontTextCenterScaling(0, 310, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
45984620 sprintf(str, "Accuracy rate %.1f%%", rate);
4599- d3dg->Draw2DTextureFontTextCenter(0, 360, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
4621+ d3dg->Draw2DTextureFontTextCenterScaling(0, 360, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
46004622 sprintf(str, "Kill %d / HeadShot %d", GameInfoData.kill, GameInfoData.headshot);
4601- d3dg->Draw2DTextureFontTextCenter(0, 410, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
4623+ d3dg->Draw2DTextureFontTextCenterScaling(0, 410, str, d3dg->GetColorCode(1.0f,1.0f,1.0f,1.0f), 20, 32);
46024624 }
46034625
46044626 //! @brief screen派生クラスの初期化(クラスの設定)