4 * Created on: Aug 9, 2012
8 #ifndef BATTLE_SELECTIKARI_H_
9 #define BATTLE_SELECTIKARI_H_
12 #include "../../app/State.h"
13 #include "../../geometry/Vector.h"
17 // TODO: looks like item, spell, and ikari select can be merged into one class
22 SelectIkari(BattleState *battle, SelectAttackType *parent)
23 : battle(battle), parent(parent) { }
26 virtual void HandleEvents(const app::Input &);
27 virtual void UpdateWorld(float deltaT);
28 virtual void Render(SDL_Surface *);
31 virtual void OnEnterState(SDL_Surface *screen);
32 virtual void OnExitState(SDL_Surface *screen);
33 virtual void OnResumeState(SDL_Surface *screen);
34 virtual void OnPauseState(SDL_Surface *screen);
36 virtual void OnResize(int width, int height);
39 void RenderFrame(SDL_Surface *, const geometry::Vector<int> &offset);
40 void RenderHeadline(SDL_Surface *, const geometry::Vector<int> &offset);
41 void RenderMenu(SDL_Surface *, const geometry::Vector<int> &offset);
45 SelectAttackType *parent;
51 #endif /* BATTLE_SELECTIKARI_H_ */