#include "SelectMoveAction.h"
+#include "RunState.h"
#include "SelectAttackType.h"
+#include "SwapHeroes.h"
#include "../BattleState.h"
#include "../MoveMenu.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
-#include "../../geometry/operators.h"
+using app::Application;
using app::Input;
-using geometry::Point;
using geometry::Vector;
namespace battle {
-void SelectMoveAction::EnterState(app::Application &c, SDL_Surface *screen) {
+void SelectMoveAction::EnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
}
-void SelectMoveAction::ExitState() {
+void SelectMoveAction::ExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
+void SelectMoveAction::ResumeState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+void SelectMoveAction::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
void SelectMoveAction::Resize(int width, int height) {
}
-void SelectMoveAction::HandleInput(const app::Input &input) {
+void SelectMoveAction::HandleEvents(const Input &input) {
if (input.IsDown(Input::PAD_UP)) {
battle->GetMoveMenu().Select(MoveMenu::CHANGE);
} else if (input.IsDown(Input::PAD_DOWN)) {
switch (battle->GetMoveMenu().Selected()) {
case MoveMenu::ATTACK:
ctrl->ChangeState(new SelectAttackType(battle));
+ battle->NextHero();
break;
case MoveMenu::CHANGE:
- // TODO: switch to change state
+ ctrl->PushState(new SwapHeroes(battle, this));
break;
case MoveMenu::RUN:
- // TODO: switch to run state
+ ctrl->ChangeState(new RunState(battle));
break;
}
}
}
void SelectMoveAction::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
- Point<int> position(
- (battle->BackgroundWidth() - battle->GetMoveMenu().Width()) / 2,
- (battle->BackgroundHeight() * 3 / 4) - (battle->GetMoveMenu().Height() / 2));
+ Vector<int> position(
+ (battle->Width() - battle->GetMoveMenu().Width()) / 2,
+ battle->Height() - battle->GetMoveMenu().Height() - battle->GetMoveMenu().Height() / 2);
battle->GetMoveMenu().Render(screen, position + offset);
}