+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int uiHeight(background->h / 2), uiOffset(uiHeight);
+ int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
+ int tagWidth((background->w - attackTypeMenu.IconWidth()) / 2);
+
+ Point<int> tagPosition[4];
+ tagPosition[0] = Point<int>(0, uiOffset);
+ tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
+ tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
+ tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
+
+ for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
+ heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero);
+ }
+}
+
+void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
+ Point<int> position(
+ (background->w - attackTypeMenu.Width()) / 2,
+ (background->h * 3 / 4) - (attackTypeMenu.Height() / 2));
+ attackTypeMenu.Render(screen, position + offset);
+}
+
+void BattleState::RenderMoveMenu(SDL_Surface *screen, const Vector<int> &offset) {
+ Point<int> position(
+ (background->w - moveMenu.Width()) / 2,
+ (background->h * 3 / 4) - (moveMenu.Height() / 2));
+ moveMenu.Render(screen, position + offset);
+}
+