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 : ctrl(0), battle(battle), parent(parent) { }
26 virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
27 virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
28 virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
29 virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
31 virtual void Resize(int width, int height);
33 virtual void HandleEvents(const app::Input &);
34 virtual void UpdateWorld(float deltaT);
35 virtual void Render(SDL_Surface *);
38 void RenderFrame(SDL_Surface *, const geometry::Vector<int> &offset);
39 void RenderHeadline(SDL_Surface *, const geometry::Vector<int> &offset);
40 void RenderMenu(SDL_Surface *, const geometry::Vector<int> &offset);
43 app::Application *ctrl;
45 SelectAttackType *parent;
51 #endif /* BATTLE_SELECTIKARI_H_ */