using app::Input;
using geometry::Point;
using geometry::Vector;
+using graphics::Menu;
using std::vector;
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
attackChoices.resize(heroes.size());
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ spellMenus.push_back(res->spellMenuPrototype);
+ // TODO: insert spell menu entries
+ ikariMenus.push_back(res->ikariMenuPrototype);
+ // TODO: insert ikari menu entries
heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
}
+ // TODO: insert item menu entries
+ itemMenu = res->itemMenuPrototype;
}
void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {