+ void NextHero();
+ void PreviousHero();
+
+ const common::Hero &GetHero() const;
+
+ void RenderStatus(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ void RenderStats(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ void RenderStatsLine(const char *label, int number, SDL_Surface *screen, const geometry::Vector<int> &position) const;
+ void RenderEquipment(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ void RenderEquipmentLine(const common::Item *, SDL_Surface *screen, const geometry::Vector<int> &position) const;
+ /// @param offset the top right corner!
+ void RenderExperience(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ /// @param offset the top right corner!
+ void RenderNextLevel(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ void RenderIkari(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ void RenderMenu(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+