#include "BattleState.h"
#include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
+#include "../app/Application.h"
+#include "../app/Input.h"
+#include "../geometry/operators.h"
#include "../graphics/Sprite.h"
#include <stdexcept>
using app::Application;
+using app::Input;
+using geometry::Point;
+using geometry::Vector;
using std::vector;
monsters.push_back(m);
}
+void BattleState::AddHero(const Hero &h) {
+ if (heroes.size() >= heroesLayout->NumPositions()) {
+ throw std::overflow_error("too many heroes for layout");
+ }
+ heroes.push_back(h);
+}
+
+
+void BattleState::Resize(int w, int h) {
+
+}
+
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
+ heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
+ }
+ ctrl.PushState(new SelectMoveAction(this));
}
void BattleState::ExitState() {
}
-void BattleState::HandleEvent(const SDL_Event &) {
+void BattleState::HandleInput(const Input &input) {
}
}
void BattleState::Render(SDL_Surface *screen) {
- // TODO: center background if screen bigger
- SDL_BlitSurface(background, 0, screen, 0);
+ Vector<int> offset(CalculateScreenOffset(screen));
+
+ RenderBackground(screen, offset);
+ RenderMonsters(screen, offset);
+// RenderHeroes(screen, offset);
+ RenderHeroTags(screen, offset);
+ RenderAttackTypeMenu(screen, offset);
+}
+
+void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
+ // black for now
+ SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
+ SDL_Rect destRect;
+ destRect.x = offset.X();
+ destRect.y = offset.Y();
+ destRect.w = background->w;
+ destRect.h = background->h;
+ SDL_BlitSurface(background, 0, screen, &destRect);
+}
+
+void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
- monsters[i].Sprite()->Draw(screen, monsterPositions[i]);
+ monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+ }
+}
+
+void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
}
}
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
+ int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
+ int tagWidth((BackgroundWidth() - 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(
+ (BackgroundWidth() - attackTypeMenu.Width()) / 2,
+ (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2));
+ attackTypeMenu.Render(screen, position + offset);
+}
+
}