1 #include "SelectItem.h"
3 #include "SelectAttackType.h"
4 #include "SelectTarget.h"
5 #include "../BattleState.h"
6 #include "../../app/Application.h"
7 #include "../../app/Input.h"
8 #include "../../common/Item.h"
9 #include "../../graphics/Frame.h"
10 #include "../../math/Vector.h"
12 using app::Application;
16 using graphics::Frame;
20 void SelectItem::OnEnterState(SDL_Surface *screen) {
24 void SelectItem::OnExitState(SDL_Surface *screen) {
28 void SelectItem::OnResumeState(SDL_Surface *screen) {
29 if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
30 battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM);
31 battle->ActiveHero().GetAttackChoice().SetItem(battle->ItemMenu().Selected());
36 void SelectItem::OnPauseState(SDL_Surface *screen) {
41 void SelectItem::OnResize(int width, int height) {
46 void SelectItem::HandleEvents(const Input &input) {
47 if (input.JustPressed(Input::ACTION_A)) {
48 if (battle->ItemMenu().SelectedIsEnabled()) {
49 AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
50 const Item *item(battle->ItemMenu().Selected());
51 ac.Selection().Reset();
52 if (item->GetTargetingMode().TargetsAlly()) {
53 ac.Selection().SelectHeroes();
55 ac.Selection().SelectMonsters();
57 if (item->GetTargetingMode().TargetsAll()) {
58 ac.SetType(AttackChoice::ITEM);
63 if (item->GetTargetingMode().TargetsSingle()) {
64 ac.Selection().SetSingle();
66 ac.Selection().SetMultiple();
68 Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().itemTargetCursor));
72 if (input.JustPressed(Input::ACTION_B)) {
73 Ctrl().PopState(); // return control to parent
75 if (input.JustPressed(Input::PAD_UP)) {
76 battle->ItemMenu().PreviousRow();
78 if (input.JustPressed(Input::PAD_RIGHT)) {
79 battle->ItemMenu().NextItem();
81 if (input.JustPressed(Input::PAD_DOWN)) {
82 battle->ItemMenu().NextRow();
84 if (input.JustPressed(Input::PAD_LEFT)) {
85 battle->ItemMenu().PreviousItem();
89 void SelectItem::UpdateWorld(Uint32 deltaT) {
93 void SelectItem::Render(SDL_Surface *screen) {
94 parent->Render(screen);
95 Vector<int> offset(battle->CalculateScreenOffset(screen));
96 RenderFrame(screen, offset);
97 RenderHeadline(screen, offset);
98 RenderMenu(screen, offset);
101 void SelectItem::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
102 const Frame *frame(battle->Res().selectFrame);
103 Vector<int> position(frame->BorderSize());
104 int width(battle->Width() - 2 * frame->BorderWidth());
105 int height(battle->Res().normalFont->CharHeight() * 13);
106 frame->Draw(screen, position + offset, width, height);
109 void SelectItem::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
110 const Resources &res(battle->Res());
111 Vector<int> position(
112 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
113 2 * res.selectFrame->BorderHeight());
114 res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
117 void SelectItem::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
118 const Resources &res(battle->Res());
119 Vector<int> position(
120 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
121 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
122 battle->ItemMenu().Draw(screen, position + offset);