- SDL_Rect destRect;
- destRect.x = position.X();
- destRect.y = position.Y();
- destRect.w = width;
- destRect.h = height;
-
- destRect.x += 1;
- destRect.y += 1;
- destRect.w -= 2;
- destRect.h -= 2;
- SDL_FillRect(screen, &destRect, SDL_MapRGB(screen->format, 0xFF, active ? 0 : 0xFF, active ? 0 : 0xFF));
-
- destRect.x += 1;
- destRect.y += 1;
- destRect.w -= 2;
- destRect.h -= 2;
- SDL_FillRect(screen, &destRect, SDL_MapRGB(screen->format, 0, 0, 0));
-
+ // frame
+ Vector<int> frameOffset;
+ if (active) {
+ activeFrame->Draw(screen, position, width, height);
+ frameOffset = Vector<int>(activeFrame->BorderWidth(), activeFrame->BorderHeight());
+ } else {
+ frame->Draw(screen, position, width, height);
+ frameOffset = Vector<int>(frame->BorderWidth(), frame->BorderHeight());
+ }
+
+ int yOffset((height - hero->Sprite()->Height()) / 2);
+
+ // gauges
+ // NOTE: assuming frame border is unit size until charsets are impemented
+ int gaugeX((align == LEFT ? 10 : 6) * frameOffset.X());
+ // 4 units reserved for hero, gaugeX already includes frame offset
+ int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * frameOffset.X());
+ // health gauge, second line
+ Vector<int> healthGaugeOffset(gaugeX, 2 * frameOffset.Y());
+ healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
+ // mana gauge, third line
+ Vector<int> manaGaugeOffset(gaugeX, 3 * frameOffset.Y());
+ manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
+ // ikari gauge, fourth line
+ Vector<int> ikariGaugeOffset(gaugeX, 4 * frameOffset.Y());
+ ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+
+ // hero