4 * Created on: Aug 8, 2012
8 #include "SelectSpell.h"
10 #include "SelectAttackType.h"
11 #include "SelectMoveAction.h"
12 #include "../BattleState.h"
13 #include "../../app/Application.h"
14 #include "../../app/Input.h"
15 #include "../../geometry/operators.h"
16 #include "../../geometry/Point.h"
17 #include "../../graphics/Frame.h"
19 using app::Application;
21 using geometry::Point;
22 using geometry::Vector;
23 using graphics::Frame;
27 void SelectSpell::EnterState(Application &c, SDL_Surface *screen) {
31 void SelectSpell::ExitState(Application &c, SDL_Surface *screen) {
35 void SelectSpell::ResumeState(Application &ctrl, SDL_Surface *screen) {
39 void SelectSpell::PauseState(Application &ctrl, SDL_Surface *screen) {
44 void SelectSpell::Resize(int width, int height) {
49 void SelectSpell::HandleInput(const Input &input) {
50 if (input.JustPressed(Input::ACTION_A)) {
51 // TODO: switch to target select
52 if (battle->GetSpellMenu().SelectedIsEnabled()) {
53 battle->SetAttackType(AttackChoice::MAGIC);
58 if (input.JustPressed(Input::ACTION_B)) {
59 ctrl->PopState(); // return control to parent
61 if (input.JustPressed(Input::PAD_UP)) {
62 battle->GetSpellMenu().PreviousRow();
64 if (input.JustPressed(Input::PAD_RIGHT)) {
65 battle->GetSpellMenu().NextItem();
67 if (input.JustPressed(Input::PAD_DOWN)) {
68 battle->GetSpellMenu().NextRow();
70 if (input.JustPressed(Input::PAD_LEFT)) {
71 battle->GetSpellMenu().PreviousItem();
75 void SelectSpell::UpdateWorld(float deltaT) {
79 void SelectSpell::Render(SDL_Surface *screen) {
80 parent->Render(screen);
81 Vector<int> offset(battle->CalculateScreenOffset(screen));
82 RenderFrame(screen, offset);
83 RenderHeadline(screen, offset);
84 RenderMenu(screen, offset);
87 void SelectSpell::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
88 const Frame *frame(battle->Res().selectFrame);
89 Point<int> position(frame->BorderWidth(), frame->BorderHeight());
90 int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
91 int height(battle->Res().normalFont->CharHeight() * 13);
92 frame->Draw(screen, position + offset, width, height);
95 void SelectSpell::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
96 const Resources &res(battle->Res());
98 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
99 2 * res.selectFrame->BorderHeight());
100 res.normalFont->DrawString(res.spellMenuHeadline, screen, position + offset);
103 void SelectSpell::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
104 const Resources &res(battle->Res());
106 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
107 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
108 battle->GetSpellMenu().Draw(screen, position + offset);