#include "HeroTag.h"
#include "Hero.h"
+#include "Resources.h"
#include "../geometry/operators.h"
#include "../geometry/Vector.h"
+#include "../graphics/Font.h"
#include "../graphics/Frame.h"
+#include "../graphics/Gauge.h"
#include "../graphics/Sprite.h"
using geometry::Point;
using geometry::Vector;
+using graphics::Frame;
namespace battle {
void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
- if (active) {
- activeFrame->Draw(screen, position, width, height);
- } else {
- frame->Draw(screen, position, width, height);
- }
+ // frame
+ const Frame *frame(active ? res->activeHeroTagFrame : res->heroTagFrame);
+ Vector<int> frameOffset(frame->BorderWidth(), frame->BorderHeight());
+ frame->Draw(screen, position, width, height);
- int verticalHeroOffset((height - hero->Sprite()->Height()) / 2);
+ int yOffset((height - hero->Sprite()->Height()) / 2);
+ // gauges
+ // NOTE: assuming frame border is unit size until charsets are impemented
+ int gaugeX((align == LEFT ? 10 : 6) * res->heroTagFont->CharWidth());
+ // 4 units reserved for hero, gaugeX already includes frame offset
+ int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * res->heroTagFont->CharWidth());
+ // health gauge, second line
+ Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + res->heroTagFont->CharHeight());
+ res->healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
+ // mana gauge, third line
+ Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
+ res->manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
+ // ikari gauge, fourth line
+ Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+ res->ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+
+ // labels
+ int labelX((align == LEFT ? 5 : 1) * res->heroTagFont->CharWidth());
+ // level
+ Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
+ res->heroTagLabels->Draw(screen, position + levelLabelOffset, 0, 0);
+ // hp
+ Vector<int> healthLabelOffset(labelX, frameOffset.Y() + res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + healthLabelOffset, 0, 1);
+ // mp
+ Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + manaLabelOffset, 0, 2);
+ // cm
+ Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + moveLabelOffset, 0, 3);
+ // ip
+ Vector<int> ikariLabelOffset(labelX + 3 * res->heroTagFont->CharWidth(), frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+ res->heroTagLabels->Draw(screen, position + ikariLabelOffset, 0, 4);
+
+ // numbers
+ // level
+ Vector<int> levelNumberOffset(gaugeX + res->heroTagLabels->Width(), levelLabelOffset.Y());
+ res->heroTagFont->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
+ // health
+ Vector<int> healthNumberOffset(labelX + res->heroTagLabels->Width(), healthLabelOffset.Y());
+ res->heroTagFont->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
+ //mana
+ Vector<int> manaNumberOffset(labelX + res->heroTagLabels->Width(), manaLabelOffset.Y());
+ res->heroTagFont->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
+
+ // hero
Vector<int> heroOffset(
- (align == LEFT) ? verticalHeroOffset : width - hero->Sprite()->Width() - verticalHeroOffset,
- verticalHeroOffset);
+ (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,
+ yOffset);
hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);
}