if (input.JustPressed(Input::ACTION_A)) {
if (selection->CurrentIsSelected()) {
ctrl->PopState(); // return control to parent
if (input.JustPressed(Input::ACTION_A)) {
if (selection->CurrentIsSelected()) {
ctrl->PopState(); // return control to parent
Vector<int> positionCorrection(cursorIcon->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - cursorIcon->Height() / 2);
// indicator offsets are inverted for heroes
positionCorrection -= cursorOffset;
Vector<int> positionCorrection(cursorIcon->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - cursorIcon->Height() / 2);
// indicator offsets are inverted for heroes
positionCorrection -= cursorOffset;