namespace battle {
-void SelectTarget::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void SelectTarget::OnEnterState(SDL_Surface *screen) {
+
}
-void SelectTarget::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+void SelectTarget::OnExitState(SDL_Surface *screen) {
+
}
-void SelectTarget::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectTarget::OnResumeState(SDL_Surface *screen) {
}
-void SelectTarget::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectTarget::OnPauseState(SDL_Surface *screen) {
}
-void SelectTarget::Resize(int width, int height) {
+void SelectTarget::OnResize(int width, int height) {
}
void SelectTarget::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
if (selection->CurrentIsSelected()) {
- ctrl->PopState(); // return control to parent
+ Ctrl().PopState(); // return control to parent
} else {
selection->Select();
if (selection->SelectSingle()) {
- ctrl->PopState(); // return control to parent
+ Ctrl().PopState(); // return control to parent
}
}
}
selection->Unselect();
} else {
selection->UnselectAll();
- ctrl->PopState(); // return control to parent
+ Ctrl().PopState(); // return control to parent
}
}
}
void SelectTarget::RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset) {
- // TODO: this should be related to the enemy's width
Vector<int> cursorOffset(cursorIcon->Width() / -2, cursorIcon->Height());
// offset the indicator by 1/8th to the right and top
Vector<int> indicatorOffset(cursorOffset + Vector<int>(cursorIcon->Width() / 8, cursorIcon->Height() / -8));