-/*
- * SelectIkari.cpp
- *
- * Created on: Aug 9, 2012
- * Author: holy
- */
-
#include "SelectIkari.h"
#include "SelectAttackType.h"
#include "../../common/Ikari.h"
#include "../../common/Item.h"
#include "../../graphics/Frame.h"
+#include "../../math/Vector.h"
using app::Application;
using app::Input;
using common::Ikari;
-using geometry::Vector;
+using math::Vector;
using graphics::Frame;
namespace battle {
-void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+SelectIkari::SelectIkari(Battle *battle, SelectAttackType *parent)
+: battle(battle)
+, parent(parent) {
+
}
-void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+
+void SelectIkari::OnEnterState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
}
-void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnExitState(SDL_Surface *screen) {
+
+}
+
+void SelectIkari::OnResumeState(SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
- ctrl.PopState();
+ Ctrl().PopState();
}
}
-void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnPauseState(SDL_Surface *screen) {
}
-void SelectIkari::Resize(int width, int height) {
+void SelectIkari::OnResize(int width, int height) {
+ const Vector<int> offset = parent->ScreenOffset();
+
+ const Resources &res = parent->Res();
+ const Frame &frame = *res.selectFrame;
+
+ framePosition = offset + frame.BorderSize();
+ frameSize = Vector<int>(
+ parent->Width() - 2 * frame.BorderWidth(),
+ res.normalFont->CharHeight() * 13);
+
+ headlinePosition = offset + Vector<int>(
+ 2 * frame.BorderWidth() + res.normalFont->CharWidth(),
+ 2 * frame.BorderHeight());
+ menuPosition = offset + Vector<int>(
+ 2 * frame.BorderWidth() + res.normalFont->CharWidth(),
+ 2 * frame.BorderHeight() + 2 * res.normalFont->CharHeight());
}
ac.Selection().SelectMonsters();
}
if (ikari->GetTargetingMode().TargetsAll()) {
- ac.SetType(AttackChoice::MAGIC);
- // TODO: remove item from inventory
+ ac.SetType(AttackChoice::IKARI);
ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
battle->NextHero();
- ctrl->PopState();
+ Ctrl().PopState();
} else {
if (ikari->GetTargetingMode().TargetsSingle()) {
ac.Selection().SetSingle();
} else {
ac.Selection().SetMultiple();
}
- ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
+ Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? parent->Res().magicTargetCursor : parent->Res().weaponTargetCursor));
}
}
}
if (input.JustPressed(Input::ACTION_B)) {
- ctrl->PopState(); // return control to parent
+ Ctrl().PopState(); // return control to parent
}
if (input.JustPressed(Input::PAD_UP)) {
battle->ActiveHero().IkariMenu().PreviousRow();
}
}
-void SelectIkari::UpdateWorld(float deltaT) {
+void SelectIkari::UpdateWorld(Uint32 deltaT) {
}
void SelectIkari::Render(SDL_Surface *screen) {
parent->Render(screen);
- Vector<int> offset(battle->CalculateScreenOffset(screen));
- RenderFrame(screen, offset);
- RenderHeadline(screen, offset);
- RenderMenu(screen, offset);
+ RenderFrame(screen);
+ RenderHeadline(screen);
+ RenderMenu(screen);
}
-void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
- const Frame *frame(battle->Res().selectFrame);
- Vector<int> position(frame->BorderSize());
- int width(battle->Width() - 2 * frame->BorderWidth());
- int height(battle->Res().normalFont->CharHeight() * 13);
- frame->Draw(screen, position + offset, width, height);
+void SelectIkari::RenderFrame(SDL_Surface *screen) {
+ const Frame &frame = *parent->Res().selectFrame;
+ frame.Draw(screen, framePosition, frameSize.X(), frameSize.Y());
}
-void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
- const Resources &res(battle->Res());
- Vector<int> position(
- 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
- 2 * res.selectFrame->BorderHeight());
- res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+void SelectIkari::RenderHeadline(SDL_Surface *screen) {
+ const Resources &res = parent->Res();
+ res.normalFont->DrawString(res.ikariMenuHeadline, screen, headlinePosition);
}
-void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
- const Resources &res(battle->Res());
- Vector<int> position(
- 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
- 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
- battle->ActiveHero().IkariMenu().Draw(screen, position + offset);
+void SelectIkari::RenderMenu(SDL_Surface *screen) {
+ battle->ActiveHero().IkariMenu().Draw(screen, menuPosition);
}
}