1 #ifndef MENU_STATUSMENU_H_
2 #define MENU_STATUSMENU_H_
16 #include "../app/State.h"
17 #include "../graphics/Menu.h"
25 StatusMenu(PartyMenu *parent, int heroIndex);
28 virtual void HandleEvents(const app::Input &);
29 virtual void UpdateWorld(Uint32 deltaT);
30 virtual void Render(SDL_Surface *);
37 virtual void OnEnterState(SDL_Surface *screen);
38 virtual void OnExitState(SDL_Surface *screen);
39 virtual void OnResumeState(SDL_Surface *screen);
40 virtual void OnPauseState(SDL_Surface *screen);
42 virtual void OnResize(int width, int height);
47 const common::Hero &GetHero() const;
49 void RenderStatus(SDL_Surface *screen, const math::Vector<int> &offset) const;
50 void RenderStats(SDL_Surface *screen, const math::Vector<int> &offset) const;
51 void RenderStatsLine(const char *label, int number, SDL_Surface *screen, const math::Vector<int> &position) const;
52 void RenderEquipment(SDL_Surface *screen, const math::Vector<int> &offset) const;
53 void RenderEquipmentLine(const common::Item *, SDL_Surface *screen, const math::Vector<int> &position) const;
54 /// @param offset the top right corner!
55 void RenderExperience(SDL_Surface *screen, const math::Vector<int> &offset) const;
56 /// @param offset the top right corner!
57 void RenderNextLevel(SDL_Surface *screen, const math::Vector<int> &offset) const;
58 void RenderIkari(SDL_Surface *screen, const math::Vector<int> &offset) const;
59 void RenderMenu(SDL_Surface *screen, const math::Vector<int> &offset) const;
64 graphics::Menu<int> menu;