4 * Created on: Aug 10, 2012
8 #ifndef BATTLE_PERFORMATTACKS_H_
9 #define BATTLE_PERFORMATTACKS_H_
11 #include "../../app/State.h"
13 #include "../../geometry/Vector.h"
23 explicit PerformAttacks(BattleState *battle)
24 : ctrl(0), battle(battle), titleBarText(0), cursor(0), monsters(false) { }
27 virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
28 virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
29 virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
30 virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
32 virtual void Resize(int width, int height);
34 virtual void HandleEvents(const app::Input &);
35 virtual void UpdateWorld(float deltaT);
36 virtual void Render(SDL_Surface *);
39 void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset);
42 app::Application *ctrl;
44 const char *titleBarText;
45 app::Timer<Uint32> fakeMoveTimer;
53 #endif /* BATTLE_PERFORMATTACKS_H_ */