#ifndef BATTLE_SELECTTARGET_H_
#define BATTLE_SELECTTARGET_H_
+#include "../fwd.h"
#include "../../app/State.h"
-
#include "../../geometry/Vector.h"
-
-namespace graphics { class Sprite; }
+#include "../../graphics/fwd.h"
namespace battle {
-class BattleState;
-class TargetSelection;
-class SelectAttackType;
-
class SelectTarget
: public app::State {
public:
SelectTarget(BattleState *battle, SelectAttackType *parent, TargetSelection *selection, const graphics::Sprite *cursorIcon)
- : ctrl(0), battle(battle), parent(parent), selection(selection), cursorIcon(cursorIcon), flipFlop(true) { }
+ : battle(battle), parent(parent), selection(selection), cursorIcon(cursorIcon), flipFlop(true) { }
public:
- virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
- virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
-
- virtual void Resize(int width, int height);
-
virtual void HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
+private:
+ virtual void OnEnterState(SDL_Surface *screen);
+ virtual void OnExitState(SDL_Surface *screen);
+ virtual void OnResumeState(SDL_Surface *screen);
+ virtual void OnPauseState(SDL_Surface *screen);
+
+ virtual void OnResize(int width, int height);
+
private:
void RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset);
private:
- app::Application *ctrl;
BattleState *battle;
SelectAttackType *parent;
TargetSelection *selection;