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;
+void SelectIkari::OnEnterState(SDL_Surface *screen) {
+
}
-void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+void SelectIkari::OnExitState(SDL_Surface *screen) {
+
}
-void SelectIkari::ResumeState(Application &ctrl, 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) {
}
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() ? battle->Res().magicTargetCursor : battle->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) {
}