4 * Created on: Aug 9, 2012
8 #ifndef BATTLE_SELECTIKARI_H_
9 #define BATTLE_SELECTIKARI_H_
11 #include "../../app/State.h"
13 #include "../../geometry/Vector.h"
18 class SelectAttackType;
20 // TODO: looks like item, spell, and ikari select can be merged into one class
25 SelectIkari(BattleState *battle, SelectAttackType *parent)
26 : ctrl(0), battle(battle), parent(parent) { }
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);
34 virtual void Resize(int width, int height);
36 virtual void HandleEvents(const app::Input &);
37 virtual void UpdateWorld(float deltaT);
38 virtual void Render(SDL_Surface *);
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);
46 app::Application *ctrl;
48 SelectAttackType *parent;
54 #endif /* BATTLE_SELECTIKARI_H_ */