#include "PartyMenu.h"
+#include "ChangeHero.h"
+#include "ConfigMenu.h"
+#include "EquipMenu.h"
+#include "InventoryMenu.h"
#include "Resources.h"
+#include "ScenarioMenu.h"
+#include "SelectHero.h"
+#include "SpellMenu.h"
+#include "StatusMenu.h"
#include "../app/Application.h"
#include "../app/Input.h"
#include "../common/GameConfig.h"
: game(game)
, mainMenu(*game->menuResources->mainMenuProperties) {
for (int i(0); i < 4; ++i) {
- status[i].SetHero(game->state->party[i]);
+ status[i].SetHero(game->state->party, i);
status[i].SetResources(game->menuResources);
}
- status[1].SetPosition(Vector<int>(status[0].Width() + Res().normalFont->CharWidth(), 0));
- status[2].SetPosition(Vector<int>(0, status[0].Height() + Res().normalFont->CharHeight()));
- status[3].SetPosition(Vector<int>(status[0].Width() + Res().normalFont->CharWidth(), status[0].Height() + Res().normalFont->CharHeight()));
+ statusPositions[0] = Vector<int>(0, 0);
+ statusPositions[1] = Vector<int>(status[0].Width(), 0);
+ statusPositions[2] = Vector<int>(0, status[0].Height());
+ statusPositions[3] = Vector<int>(status[0].Width(), status[0].Height());
mainMenu.Add(Res().mainMenuItemText, 0);
mainMenu.Add(Res().mainMenuStatusText, 4);
} else if (input.JustPressed(Input::PAD_LEFT)) {
mainMenu.PreviousItem();
}
+
+ if (input.JustPressed(Input::ACTION_A)) {
+ switch (mainMenu.Selected()) {
+ case MENU_ITEM_ITEM:
+ Ctrl().PushState(new InventoryMenu(this));
+ break;
+ case MENU_ITEM_SPELL:
+ Ctrl().PushState(new SelectHero(this, this, this, OnSpellSelect));
+ break;
+ case MENU_ITEM_CAPSULE:
+ break;
+ case MENU_ITEM_EQUIP:
+ Ctrl().PushState(new SelectHero(this, this, this, OnEquipSelect));
+ break;
+ case MENU_ITEM_STATUS:
+ Ctrl().PushState(new SelectHero(this, this, this, OnStatusSelect));
+ break;
+ case MENU_ITEM_CHANGE:
+ Ctrl().PushState(new ChangeHero(this));
+ break;
+ case MENU_ITEM_CONFIG:
+ Ctrl().PushState(new ConfigMenu(this));
+ break;
+ case MENU_ITEM_SCENARIO:
+ Ctrl().PushState(new ScenarioMenu(this));
+ break;
+ default:
+ break;
+ }
+ }
}
void PartyMenu::UpdateWorld(float deltaT) {
}
void PartyMenu::Render(SDL_Surface *screen) {
+ Vector<int> offset((screen->w - Width()) / 2, (screen->h - Height()) / 2);
+
+ RenderBackground(screen);
+ RenderHeros(screen, offset);
+ RenderMenu(screen, offset + Vector<int>(8 * Res().normalFont->CharWidth(), 13 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+ RenderInfo(screen, offset + Vector<int>(14 * Res().normalFont->CharWidth(), 21 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+}
+
+int PartyMenu::Width() const {
+ return 2 * (status[0].Width() + Res().normalFont->CharWidth());
+}
+
+int PartyMenu::Height() const {
+ return 2 * Res().normalFont->CharHeight()
+ + 2 * status[0].Height()
+ + Res().normalFont->CharHeight()
+ + 8 * Res().normalFont->CharHeight()
+ + 5 * Res().normalFont->CharHeight()
+ + 2 * Res().normalFont->CharHeight();
+}
+
+void PartyMenu::RenderBackground(SDL_Surface *screen) const {
Res().menubg->Render(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
- RenderHeros(screen, Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight()));
- RenderMenu(screen, Vector<int>(8 * Res().normalFont->CharWidth(), 13 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
- RenderInfo(screen, Vector<int>(14 * Res().normalFont->CharWidth(), 21 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
}
void PartyMenu::RenderHeros(SDL_Surface *screen, const Vector<int> &offset) const {
for (int i(0); i < 4; ++i) {
- status[i].Render(screen, offset);
+ status[i].Render(screen, offset + StatusOffset(i));
}
}
+Vector<int> PartyMenu::StatusOffset(int index) const {
+ return statusPositions[index] + Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight());
+}
+
void PartyMenu::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) const {
Vector<int> menuOffset(3 * Res().normalFont->CharWidth(), Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 4);
return *game->menuResources;
}
+void PartyMenu::OnEquipSelect(void *ref, int index) {
+ PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+ self->Ctrl().ChangeState(
+ new EquipMenu(self, index));
+}
+
+void PartyMenu::OnSpellSelect(void *ref, int index) {
+ PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+ self->Ctrl().ChangeState(
+ new SpellMenu(self, index));
+}
+
+void PartyMenu::OnStatusSelect(void *ref, int index) {
+ PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+ self->Ctrl().ChangeState(
+ new StatusMenu(self, index));
+}
+
}