3 #include "../BattleState.h"
4 #include "../../app/Application.h"
5 #include "../../app/Input.h"
6 #include "../../math/Vector.h"
7 #include "../../graphics/Font.h"
8 #include "../../graphics/Frame.h"
12 using app::Application;
18 void RunState::OnEnterState(SDL_Surface *screen) {
22 void RunState::OnExitState(SDL_Surface *screen) {
26 void RunState::OnResumeState(SDL_Surface *screen) {
27 timer = GraphicsTimers().StartCountdown(2500);
30 void RunState::OnPauseState(SDL_Surface *screen) {
35 void RunState::OnResize(int width, int height) {
40 void RunState::HandleEvents(const Input &input) {
41 if (timer.Finished()) {
43 Ctrl().PopState(); // pop self
48 void RunState::UpdateWorld(Uint32 deltaT) {
52 void RunState::Render(SDL_Surface *screen) {
53 Vector<int> offset(battle->CalculateScreenOffset(screen));
54 battle->RenderBackground(screen, offset);
55 battle->RenderMonsters(screen, offset);
56 battle->RenderHeroes(screen, offset);
57 battle->RenderSmallHeroTags(screen, offset);
58 RenderTitleBar(screen, offset);
61 void RunState::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
62 int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
63 battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
65 Vector<int> textPosition(
66 (battle->Width() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2,
67 battle->Res().titleFrame->BorderHeight());
68 battle->Res().titleFont->DrawString(battle->Res().escapeText, screen, textPosition + offset);