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moved attack type into its own class
[l2e.git] / src / battle / states / SelectMoveAction.cpp
1 /*
2  * SelectMoveAction.cpp
3  *
4  *  Created on: Aug 7, 2012
5  *      Author: holy
6  */
7
8 #include "SelectMoveAction.h"
9
10 #include "SelectAttackType.h"
11 #include "../BattleState.h"
12 #include "../MoveMenu.h"
13 #include "../../app/Application.h"
14 #include "../../app/Input.h"
15 #include "../../geometry/operators.h"
16
17 using app::Input;
18 using geometry::Point;
19 using geometry::Vector;
20
21 namespace battle {
22
23 void SelectMoveAction::EnterState(app::Application &c, SDL_Surface *screen) {
24         ctrl = &c;
25 }
26
27 void SelectMoveAction::ExitState() {
28         ctrl = 0;
29 }
30
31
32 void SelectMoveAction::Resize(int width, int height) {
33
34 }
35
36
37 void SelectMoveAction::HandleInput(const app::Input &input) {
38         if (input.IsDown(Input::PAD_UP)) {
39                 battle->GetMoveMenu().Select(MoveMenu::CHANGE);
40         } else if (input.IsDown(Input::PAD_DOWN)) {
41                 battle->GetMoveMenu().Select(MoveMenu::RUN);
42         } else {
43                 battle->GetMoveMenu().Select(MoveMenu::ATTACK);
44         }
45
46         if (input.JustPressed(Input::ACTION_A)) {
47                 switch (battle->GetMoveMenu().Selected()) {
48                         case MoveMenu::ATTACK:
49                                 ctrl->ChangeState(new SelectAttackType(battle));
50                                 battle->NextHero();
51                                 break;
52                         case MoveMenu::CHANGE:
53                                 // TODO: switch to change state
54                                 break;
55                         case MoveMenu::RUN:
56                                 // TODO: switch to run state
57                                 break;
58                 }
59         }
60 }
61
62 void SelectMoveAction::UpdateWorld(float deltaT) {
63
64 }
65
66 void SelectMoveAction::Render(SDL_Surface *screen) {
67         Vector<int> offset(battle->CalculateScreenOffset(screen));
68         battle->RenderBackground(screen, offset);
69         battle->RenderMonsters(screen, offset);
70         battle->RenderHeroTags(screen, offset);
71         RenderMenu(screen, offset);
72 }
73
74 void SelectMoveAction::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
75         Point<int> position(
76                         (battle->BackgroundWidth() - battle->GetMoveMenu().Width()) / 2,
77                         (battle->BackgroundHeight() * 3 / 4) - (battle->GetMoveMenu().Height() / 2));
78         battle->GetMoveMenu().Render(screen, position + offset);
79 }
80
81 }