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moved attack type into its own class
[l2e.git] / src / battle / states / SelectAttackType.cpp
1 /*
2  * SelectAttackType.cpp
3  *
4  *  Created on: Aug 7, 2012
5  *      Author: holy
6  */
7
8 #include "SelectAttackType.h"
9
10 #include "../AttackChoice.h"
11 #include "../BattleState.h"
12 #include "../../app/Input.h"
13 #include "../../geometry/operators.h"
14
15 #include <stdexcept>
16
17 using app::Input;
18 using geometry::Point;
19 using geometry::Vector;
20
21 namespace battle {
22
23 void SelectAttackType::EnterState(app::Application &c, SDL_Surface *screen) {
24         ctrl = &c;
25 }
26
27 void SelectAttackType::ExitState() {
28         ctrl = 0;
29 }
30
31
32 void SelectAttackType::Resize(int width, int height) {
33
34 }
35
36
37 void SelectAttackType::HandleInput(const Input &input) {
38         if (input.IsDown(Input::PAD_UP)) {
39                 battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
40         } else if (input.IsDown(Input::PAD_RIGHT)) {
41                 battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
42         } else if (input.IsDown(Input::PAD_DOWN)) {
43                 battle->GetAttackTypeMenu().Select(AttackChoice::IKARI);
44         } else if (input.IsDown(Input::PAD_LEFT)) {
45                 battle->GetAttackTypeMenu().Select(AttackChoice::ITEM);
46         } else {
47                 battle->GetAttackTypeMenu().Select(AttackChoice::SWORD);
48         }
49
50         if (input.JustPressed(Input::ACTION_A)) {
51                 switch (battle->GetAttackTypeMenu().Selected()) {
52                         case AttackChoice::SWORD:
53                                 // TODO: switch to next character
54                                 break;
55                         case AttackChoice::MAGIC:
56                                 // TODO: switch to spell select
57                                 break;
58                         case AttackChoice::DEFEND:
59                                 // TODO: switch to next character
60                                 break;
61                         case AttackChoice::IKARI:
62                                 // TODO: switch to ikari attack select
63                                 break;
64                         case AttackChoice::ITEM:
65                                 // TODO: switch to item select
66                                 break;
67                         default:
68                                 throw std::logic_error("selected invalid attack type");
69                 }
70         }
71 }
72
73 void SelectAttackType::UpdateWorld(float deltaT) {
74
75 }
76
77 void SelectAttackType::Render(SDL_Surface *screen) {
78         Vector<int> offset(battle->CalculateScreenOffset(screen));
79         battle->RenderBackground(screen, offset);
80         battle->RenderMonsters(screen, offset);
81         battle->RenderHeroTags(screen, offset);
82         RenderMenu(screen, offset);
83 }
84
85 void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
86         Point<int> position(
87                         (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
88                         (battle->BackgroundHeight() * 3 / 4) - (battle->GetAttackTypeMenu().Height() / 2));
89         battle->GetAttackTypeMenu().Render(screen, position + offset);
90 }
91
92 }