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added information about animation frames
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1 /*
2  * SelectIkari.h
3  *
4  *  Created on: Aug 9, 2012
5  *      Author: holy
6  */
7
8 #ifndef BATTLE_SELECTIKARI_H_
9 #define BATTLE_SELECTIKARI_H_
10
11 #include "../../app/State.h"
12
13 #include "../../geometry/Vector.h"
14
15 namespace battle {
16
17 class BattleState;
18 class SelectAttackType;
19
20 // TODO: looks like item, spell, and ikari select can be merged into one class
21 class SelectIkari
22 : public app::State {
23
24 public:
25         SelectIkari(BattleState *battle, SelectAttackType *parent)
26         : ctrl(0), battle(battle), parent(parent) { }
27
28 public:
29         virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
30         virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
31         virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
32         virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
33
34         virtual void Resize(int width, int height);
35
36         virtual void HandleEvents(const app::Input &);
37         virtual void UpdateWorld(float deltaT);
38         virtual void Render(SDL_Surface *);
39
40 private:
41         void RenderFrame(SDL_Surface *, const geometry::Vector<int> &offset);
42         void RenderHeadline(SDL_Surface *, const geometry::Vector<int> &offset);
43         void RenderMenu(SDL_Surface *, const geometry::Vector<int> &offset);
44
45 private:
46         app::Application *ctrl;
47         BattleState *battle;
48         SelectAttackType *parent;
49
50 };
51
52 }
53
54 #endif /* BATTLE_SELECTIKARI_H_ */