1 #include "SelectMoveAction.h"
4 #include "SelectAttackType.h"
5 #include "SwapHeroes.h"
6 #include "../BattleState.h"
7 #include "../MoveMenu.h"
8 #include "../../app/Application.h"
9 #include "../../app/Input.h"
10 #include "../../math/Vector.h"
12 using app::Application;
18 void SelectMoveAction::OnEnterState(SDL_Surface *screen) {
22 void SelectMoveAction::OnExitState(SDL_Surface *screen) {
26 void SelectMoveAction::OnResumeState(SDL_Surface *screen) {
30 void SelectMoveAction::OnPauseState(SDL_Surface *screen) {
35 void SelectMoveAction::OnResize(int width, int height) {
40 void SelectMoveAction::HandleEvents(const Input &input) {
41 if (input.IsDown(Input::PAD_UP)) {
42 battle->GetMoveMenu().Select(MoveMenu::CHANGE);
43 } else if (input.IsDown(Input::PAD_DOWN)) {
44 battle->GetMoveMenu().Select(MoveMenu::RUN);
46 battle->GetMoveMenu().Select(MoveMenu::ATTACK);
49 if (input.JustPressed(Input::ACTION_A)) {
50 switch (battle->GetMoveMenu().Selected()) {
51 case MoveMenu::ATTACK:
52 Ctrl().ChangeState(new SelectAttackType(battle));
55 case MoveMenu::CHANGE:
56 Ctrl().PushState(new SwapHeroes(battle, this));
59 Ctrl().ChangeState(new RunState(battle));
65 void SelectMoveAction::UpdateWorld(Uint32 deltaT) {
69 void SelectMoveAction::Render(SDL_Surface *screen) {
70 Vector<int> offset(battle->CalculateScreenOffset(screen));
71 battle->RenderBackground(screen, offset);
72 battle->RenderMonsters(screen, offset);
73 battle->RenderHeroTags(screen, offset);
74 RenderMenu(screen, offset);
77 void SelectMoveAction::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
79 (battle->Width() - battle->GetMoveMenu().Width()) / 2,
80 battle->Height() - battle->GetMoveMenu().Height() - battle->GetMoveMenu().Height() / 2);
81 battle->GetMoveMenu().Render(screen, position + offset);