using app::Application;
using app::Input;
-using geometry::Vector;
+using math::Vector;
using std::vector;
namespace battle {
-void SwapHeroes::OnEnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void SwapHeroes::OnEnterState(SDL_Surface *screen) {
+
}
-void SwapHeroes::OnExitState(Application &c, SDL_Surface *screen) {
- ctrl = 0;
+void SwapHeroes::OnExitState(SDL_Surface *screen) {
+
}
-void SwapHeroes::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+void SwapHeroes::OnResumeState(SDL_Surface *screen) {
}
-void SwapHeroes::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void SwapHeroes::OnPauseState(SDL_Surface *screen) {
}
-void SwapHeroes::Resize(int width, int height) {
+void SwapHeroes::OnResize(int width, int height) {
}
if (cursor == selected) {
selected = -1;
} else {
- ctrl->PopState();
+ Ctrl().PopState();
}
}
}
-void SwapHeroes::UpdateWorld(float deltaT) {
+void SwapHeroes::UpdateWorld(Uint32 deltaT) {
}
RenderCursors(screen, offset);
}
-void SwapHeroes::RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset) {
+void SwapHeroes::RenderCursors(SDL_Surface *screen, const math::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);