#ifndef BATTLE_BATTLESTATE_H_
#define BATTLE_BATTLESTATE_H_
+#include "AttackTypeMenu.h"
+#include "Hero.h"
+#include "HeroTag.h"
#include "Monster.h"
#include "../app/State.h"
+#include "../geometry/Point.h"
+#include "../geometry/Vector.h"
#include <vector>
#include <SDL.h>
+namespace app { class Input; }
+namespace graphics { class Sprite; }
+
namespace battle {
+class PartyLayout;
+
+// TODO: maybe split battle state into substates for each menu?
class BattleState
: public app::State {
public:
- explicit BattleState(SDL_Surface *background)
- : background(background) { }
+ BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons)
+ : background(background)
+ , monstersLayout(&monstersLayout)
+ , heroesLayout(&heroesLayout)
+ , attackTypeMenu(attackIcons) { }
+
+public:
+ void AddMonster(const Monster &);
+ void AddHero(const Hero &);
public:
virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
virtual void ExitState();
- virtual void HandleEvent(const SDL_Event &);
+ virtual void Resize(int width, int height);
+
+ virtual void HandleInput(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
+private:
+ void RenderBackground(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderMonsters(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderHeroes(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderHeroTags(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector<int> &offset);
+
private:
SDL_Surface *background;
+ const PartyLayout *monstersLayout;
+ const PartyLayout *heroesLayout;
+ AttackTypeMenu attackTypeMenu;
+ std::vector<geometry::Point<int> > monsterPositions;
+ std::vector<geometry::Point<int> > heroesPositions;
std::vector<Monster> monsters;
+ std::vector<Hero> heroes;
+ std::vector<HeroTag> heroTags;
};