4 * Created on: Aug 9, 2012
8 #include "SelectIkari.h"
10 #include "SelectAttackType.h"
11 #include "../BattleState.h"
12 #include "../../app/Application.h"
13 #include "../../app/Input.h"
14 #include "../../geometry/Point.h"
15 #include "../../geometry/operators.h"
16 #include "../../graphics/Frame.h"
18 using app::Application;
20 using geometry::Point;
21 using geometry::Vector;
22 using graphics::Frame;
26 void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
30 void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
34 void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
38 void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
43 void SelectIkari::Resize(int width, int height) {
48 void SelectIkari::HandleInput(const Input &input) {
49 if (input.JustPressed(Input::ACTION_A)) {
50 // TODO: switch to target select
51 if (battle->GetIkariMenu().SelectedIsEnabled()) {
52 battle->SetAttackType(AttackChoice::IKARI);
57 if (input.JustPressed(Input::ACTION_B)) {
58 ctrl->PopState(); // return control to parent
60 if (input.JustPressed(Input::PAD_UP)) {
61 battle->GetIkariMenu().PreviousRow();
63 if (input.JustPressed(Input::PAD_RIGHT)) {
64 battle->GetIkariMenu().NextItem();
66 if (input.JustPressed(Input::PAD_DOWN)) {
67 battle->GetIkariMenu().NextRow();
69 if (input.JustPressed(Input::PAD_LEFT)) {
70 battle->GetIkariMenu().PreviousItem();
74 void SelectIkari::UpdateWorld(float deltaT) {
78 void SelectIkari::Render(SDL_Surface *screen) {
79 parent->Render(screen);
80 Vector<int> offset(battle->CalculateScreenOffset(screen));
81 RenderFrame(screen, offset);
82 RenderHeadline(screen, offset);
83 RenderMenu(screen, offset);
86 void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
87 const Frame *frame(battle->Res().selectFrame);
88 Point<int> position(frame->BorderWidth(), frame->BorderHeight());
89 int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
90 int height(battle->Res().normalFont->CharHeight() * 13);
91 frame->Draw(screen, position + offset, width, height);
94 void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
95 const Resources &res(battle->Res());
97 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
98 2 * res.selectFrame->BorderHeight());
99 res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
102 void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
103 const Resources &res(battle->Res());
105 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
106 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
107 battle->GetIkariMenu().Draw(screen, position + offset);