namespace battle {
+SelectMoveAction::SelectMoveAction(Battle *battle, BattleState *parent)
+: battle(battle)
+, parent(parent) {
+
+}
+
+
void SelectMoveAction::OnEnterState(SDL_Surface *screen) {
OnResize(screen->w, screen->h);
}
void SelectMoveAction::OnResize(int width, int height) {
- position = battle->ScreenOffset() + Vector<int>(
- (battle->Width() - battle->GetMoveMenu().Width()) / 2,
- battle->Height() - battle->GetMoveMenu().Height() - battle->GetMoveMenu().Height() / 2);
+ position = parent->ScreenOffset() + Vector<int>(
+ (parent->Width() - parent->GetMoveMenu().Width()) / 2,
+ parent->Height() - parent->GetMoveMenu().Height() - parent->GetMoveMenu().Height() / 2);
}
void SelectMoveAction::HandleEvents(const Input &input) {
if (input.IsDown(Input::PAD_UP)) {
- battle->GetMoveMenu().Select(MoveMenu::CHANGE);
+ parent->GetMoveMenu().Select(MoveMenu::CHANGE);
} else if (input.IsDown(Input::PAD_DOWN)) {
- battle->GetMoveMenu().Select(MoveMenu::RUN);
+ parent->GetMoveMenu().Select(MoveMenu::RUN);
} else {
- battle->GetMoveMenu().Select(MoveMenu::ATTACK);
+ parent->GetMoveMenu().Select(MoveMenu::ATTACK);
}
if (input.JustPressed(Input::ACTION_A)) {
- switch (battle->GetMoveMenu().Selected()) {
+ switch (parent->GetMoveMenu().Selected()) {
case MoveMenu::ATTACK:
- Ctrl().ChangeState(new SelectAttackType(battle));
+ Ctrl().ChangeState(new SelectAttackType(battle, parent));
battle->NextHero();
break;
case MoveMenu::CHANGE:
Ctrl().PushState(new SwapHeroes(battle, this));
break;
case MoveMenu::RUN:
- Ctrl().ChangeState(new RunState(battle));
+ Ctrl().ChangeState(new RunState(parent));
break;
}
}
}
void SelectMoveAction::Render(SDL_Surface *screen) {
- battle->RenderBackground(screen);
- battle->RenderMonsters(screen);
- battle->RenderHeroTags(screen);
+ parent->RenderBackground(screen);
+ parent->RenderMonsters(screen);
+ parent->RenderHeroTags(screen);
RenderMenu(screen);
}
void SelectMoveAction::RenderMenu(SDL_Surface *screen) {
- battle->GetMoveMenu().Render(screen, position);
+ parent->GetMoveMenu().Render(screen, position);
+}
+
+
+const Resources &SelectMoveAction::Res() const {
+ return parent->Res();
+}
+
+const Vector<int> &SelectMoveAction::ScreenOffset() const {
+ return parent->ScreenOffset();
+}
+
+const HeroTag &SelectMoveAction::HeroTagAt(int index) const {
+ return parent->HeroTagAt(index);
+}
+
+const Vector<int> &SelectMoveAction::HeroTagPositionAt(int index) const {
+ return parent->HeroTagPositionAt(index);
}
}