-/*
- * RunState.cpp
- *
- * Created on: Aug 10, 2012
- * Author: holy
- */
-
#include "RunState.h"
#include "../BattleState.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
-#include "../../geometry/operators.h"
-#include "../../geometry/Point.h"
+#include "../../math/Vector.h"
#include "../../graphics/Font.h"
#include "../../graphics/Frame.h"
using app::Application;
using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using graphics::Font;
+using graphics::Frame;
+using math::Vector;
+using std::strlen;
namespace battle {
-void RunState::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
- // TODO: push battle animation if enemy is faster
+void RunState::OnEnterState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
}
-void RunState::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+void RunState::OnExitState(SDL_Surface *screen) {
+
}
-void RunState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnResumeState(SDL_Surface *screen) {
timer = GraphicsTimers().StartCountdown(2500);
}
-void RunState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnPauseState(SDL_Surface *screen) {
}
-void RunState::Resize(int width, int height) {
+void RunState::OnResize(int width, int height) {
+ const Resources &res = battle->Res();
+ const Frame &frame = *res.titleFrame;
+ const Font &font = *res.titleFont;
+ framePosition = battle->ScreenOffset();
+ frameSize = Vector<int> (
+ battle->Width(),
+ frame.BorderHeight() * 2 + font.CharHeight());
+
+ textPosition = Vector<int>(
+ (battle->Width() - strlen(res.escapeText) * font.CharWidth()) / 2,
+ frame.BorderHeight());
}
void RunState::HandleEvents(const Input &input) {
if (timer.Finished()) {
battle->SetRunaway();
- ctrl->PopState(); // pop self
+ Ctrl().PopState(); // pop self
}
}
-void RunState::UpdateWorld(float deltaT) {
+void RunState::UpdateWorld(Uint32 deltaT) {
}
void RunState::Render(SDL_Surface *screen) {
- Vector<int> offset(battle->CalculateScreenOffset(screen));
- battle->RenderBackground(screen, offset);
- battle->RenderMonsters(screen, offset);
- battle->RenderHeroes(screen, offset);
- // render small tags
- RenderTitleBar(screen, offset);
+ battle->RenderBackground(screen);
+ battle->RenderMonsters(screen);
+ battle->RenderHeroes(screen);
+ battle->RenderSmallHeroTags(screen);
+ RenderTitleBar(screen);
}
-void RunState::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
- int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
- battle->Res().titleFrame->Draw(screen, Point<int>(offset.X(), offset.Y()), battle->BackgroundWidth(), height);
-
- Point<int> textPosition(
- (battle->BackgroundWidth() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2,
- battle->Res().titleFrame->BorderHeight());
- battle->Res().titleFont->DrawString(battle->Res().escapeText, screen, textPosition + offset);
+void RunState::RenderTitleBar(SDL_Surface *screen) {
+ const Resources &res = battle->Res();
+ res.titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
+ res.titleFont->DrawString(res.escapeText, screen, textPosition);
}
}