-/*
- * SelectItem.cpp
- *
- * Created on: Aug 9, 2012
- * Author: holy
- */
-
#include "SelectItem.h"
#include "SelectAttackType.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Item.h"
-#include "../../geometry/Point.h"
-#include "../../geometry/operators.h"
#include "../../graphics/Frame.h"
+#include "../../math/Vector.h"
using app::Application;
using app::Input;
using common::Item;
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
using graphics::Frame;
namespace battle {
-void SelectItem::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+SelectItem::SelectItem(Battle *battle, SelectAttackType *parent)
+: battle(battle)
+, parent(parent) {
+
}
-void SelectItem::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+
+void SelectItem::OnEnterState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
}
-void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) {
- if (battle->ActiveHeroTargets().HasSelected()) {
- ctrl.PopState();
+void SelectItem::OnExitState(SDL_Surface *screen) {
+
+}
+
+void SelectItem::OnResumeState(SDL_Surface *screen) {
+ if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+ battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM);
+ battle->ActiveHero().GetAttackChoice().SetItem(parent->ItemMenu().Selected());
+ Ctrl().PopState();
}
}
-void SelectItem::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnPauseState(SDL_Surface *screen) {
}
-void SelectItem::Resize(int width, int height) {
+void SelectItem::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());
}
void SelectItem::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
- if (battle->GetItemMenu().SelectedIsEnabled()) {
- const Item *item(battle->GetItemMenu().Selected());
- battle->ActiveHeroTargets().Reset();
+ if (parent->ItemMenu().SelectedIsEnabled()) {
+ AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+ const Item *item(parent->ItemMenu().Selected());
+ ac.Selection().Reset();
if (item->GetTargetingMode().TargetsAlly()) {
- battle->ActiveHeroTargets().SelectHeroes();
+ ac.Selection().SelectHeroes();
} else {
- battle->ActiveHeroTargets().SelectEnemies();
+ ac.Selection().SelectMonsters();
}
if (item->GetTargetingMode().TargetsAll()) {
- battle->SetAttackType(AttackChoice::ITEM);
- // TODO: remove item from inventory
- battle->ActiveHeroAttackChoice().SetItem(item);
+ ac.SetType(AttackChoice::ITEM);
+ ac.SetItem(item);
battle->NextHero();
- ctrl->PopState();
+ Ctrl().PopState();
} else {
if (item->GetTargetingMode().TargetsSingle()) {
- battle->ActiveHeroTargets().SetSingle();
+ ac.Selection().SetSingle();
} else {
- battle->ActiveHeroTargets().SetMultiple();
+ ac.Selection().SetMultiple();
}
- ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), battle->Res().itemTargetCursor));
+ Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), parent->Res().itemTargetCursor));
}
}
}
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->GetItemMenu().PreviousRow();
+ parent->ItemMenu().PreviousRow();
}
if (input.JustPressed(Input::PAD_RIGHT)) {
- battle->GetItemMenu().NextItem();
+ parent->ItemMenu().NextItem();
}
if (input.JustPressed(Input::PAD_DOWN)) {
- battle->GetItemMenu().NextRow();
+ parent->ItemMenu().NextRow();
}
if (input.JustPressed(Input::PAD_LEFT)) {
- battle->GetItemMenu().PreviousItem();
+ parent->ItemMenu().PreviousItem();
}
}
-void SelectItem::UpdateWorld(float deltaT) {
+void SelectItem::UpdateWorld(Uint32 deltaT) {
}
void SelectItem::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 SelectItem::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
- const Frame *frame(battle->Res().selectFrame);
- Point<int> position(frame->BorderWidth(), frame->BorderHeight());
- int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
- int height(battle->Res().normalFont->CharHeight() * 13);
- frame->Draw(screen, position + offset, width, height);
+void SelectItem::RenderFrame(SDL_Surface *screen) {
+ const Frame &frame = *parent->Res().selectFrame;
+ frame.Draw(screen, framePosition, frameSize.X(), frameSize.Y());
}
-void SelectItem::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
- const Resources &res(battle->Res());
- Point<int> position(
- 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
- 2 * res.selectFrame->BorderHeight());
- res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+void SelectItem::RenderHeadline(SDL_Surface *screen) {
+ const Resources &res = parent->Res();
+ res.normalFont->DrawString(res.itemMenuHeadline, screen, headlinePosition);
}
-void SelectItem::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
- const Resources &res(battle->Res());
- Point<int> position(
- 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
- 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
- battle->GetItemMenu().Draw(screen, position + offset);
+void SelectItem::RenderMenu(SDL_Surface *screen) {
+ parent->ItemMenu().Draw(screen, menuPosition);
}
}