-/*
- * SwapHeroes.cpp
- *
- * Created on: Aug 10, 2012
- * Author: holy
- */
-
#include "SwapHeroes.h"
#include "SelectMoveAction.h"
#include "../BattleState.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
-#include "../../geometry/operators.h"
-#include "../../geometry/Point.h"
+#include "../../math/Vector.h"
using app::Application;
using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
using std::vector;
namespace battle {
-void SwapHeroes::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+SwapHeroes::SwapHeroes(Battle *battle, SelectMoveAction *parent)
+: battle(battle)
+, parent(parent)
+, cursor(0)
+, selected(-1)
+, flipFlop(true) {
+
}
-void SwapHeroes::ExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+
+void SwapHeroes::OnEnterState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
}
-void SwapHeroes::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SwapHeroes::OnExitState(SDL_Surface *screen) {
}
-void SwapHeroes::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SwapHeroes::OnResumeState(SDL_Surface *screen) {
}
+void SwapHeroes::OnPauseState(SDL_Surface *screen) {
-void SwapHeroes::Resize(int width, int height) {
+}
+
+void SwapHeroes::OnResize(int width, int height) {
+ Vector<int> offset(parent->ScreenOffset());
+ // offset the cursor by 1/8th to the left and bottom
+ cursorOffset = Vector<int>(parent->Res().swapCursor->Width() / -8, parent->Res().swapCursor->Height() / 8);
+ indicatorOffset = Vector<int>(0, 0);
+
+ positions.clear();
+ positions.reserve(battle->NumHeroes());
+ for (int i(0), end(battle->NumHeroes()); i < end; ++i) {
+ Vector<int> positionCorrection(
+ parent->Res().swapCursor->Width() / 2,
+ parent->HeroTagAt(i).HeroSprite()->Height() - parent->Res().swapCursor->Height() / 2);
+ // indicator offsets are inverted for heroes
+ positionCorrection -= cursorOffset;
+ positions.push_back(parent->HeroTagPositionAt(i)
+ + parent->HeroTagAt(i).HeroOffset()
+ + positionCorrection
+ + offset);
+ }
}
-void SwapHeroes::HandleInput(const Input &input) {
+void SwapHeroes::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
if (selected != -1 && cursor != selected) {
battle->SwapHeroes(cursor, selected);
if (cursor == selected) {
selected = -1;
} else {
- ctrl->PopState();
+ Ctrl().PopState();
}
}
if (cursor > 0) {
--cursor;
} else {
- cursor = battle->Heroes().size();
+ cursor = battle->NumHeroes();
}
}
-void SwapHeroes::UpdateWorld(float deltaT) {
+void SwapHeroes::UpdateWorld(Uint32 deltaT) {
}
void SwapHeroes::Render(SDL_Surface *screen) {
- Vector<int> offset(battle->CalculateScreenOffset(screen));
parent->Render(screen);
- RenderCursors(screen, offset);
+ RenderCursors(screen);
}
-void SwapHeroes::RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset) {
- // offset the cursor by 1/8th to the left and bottom
- Vector<int> cursorOffset(battle->Res().swapCursor->Width() / -8, battle->Res().swapCursor->Height() / 8);
- Vector<int> indicatorOffset(0, 0);
- vector<Point<int> > positions;
- for (vector<Hero>::size_type i(0), end(battle->Heroes().size()); i < end; ++i) {
- Vector<int> positionCorrection(battle->Res().swapCursor->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - battle->Res().swapCursor->Height() / 2);
- // indicator offsets are inverted for heroes
- positionCorrection -= cursorOffset;
- positions.push_back(battle->HeroTagPositionAt(i) + battle->HeroTagAt(i).HeroOffset() + positionCorrection);
- }
+void SwapHeroes::RenderCursors(SDL_Surface *screen) {
if (flipFlop) {
- for (vector<Point<int> >::size_type i(0); i < positions.size(); ++i) {
+ for (vector<Vector<int> >::size_type i(0), end(positions.size());
+ i != end; ++i) {
if (selected == int(i)) {
- battle->Res().swapCursor->DrawTopRight(screen, positions[i] + offset);
+ parent->Res().swapCursor->DrawTopRight(screen, positions[i]);
}
}
}
flipFlop = !flipFlop;
- battle->Res().swapCursor->DrawTopRight(screen, positions[cursor] + offset + cursorOffset);
+ parent->Res().swapCursor->DrawTopRight(screen, positions[cursor] + cursorOffset);
}
}