]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added prototype for battle's hero tags
[l2e.git] / src / battle / BattleState.cpp
index d1a983f23d198787daef4af3aac198e1d08db759..758d9d8224a097d2b0cdd731dfc00dac17117b59 100644 (file)
@@ -8,12 +8,17 @@
 #include "BattleState.h"
 
 #include "PartyLayout.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;
 
@@ -26,6 +31,13 @@ void BattleState::AddMonster(const Monster &m) {
        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) {
 
@@ -35,6 +47,9 @@ 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)));
+       }
 }
 
 void BattleState::ExitState() {
@@ -42,8 +57,8 @@ void BattleState::ExitState() {
 }
 
 
-void BattleState::HandleEvent(const SDL_Event &) {
-
+void BattleState::HandleInput(const Input &input) {
+       attackTypeMenu.ReadInput(input);
 }
 
 void BattleState::UpdateWorld(float deltaT) {
@@ -51,20 +66,61 @@ void BattleState::UpdateWorld(float deltaT) {
 }
 
 void BattleState::Render(SDL_Surface *screen) {
+       Vector<int> offset(
+                       (screen->w - background->w) / 2,
+                       (screen->h - background->h) / 2);
+
+       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 = (screen->w - background->w) / 2;
-       destRect.y = (screen->h - background->h) / 2;
+       destRect.x = offset.X();
+       destRect.y = offset.Y();
        destRect.w = background->w;
        destRect.h = background->h;
-
-       // TODO: center background if screen bigger
        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()->DrawCenterBottom(screen, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
+               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(background->h / 2), uiOffset(uiHeight);
+       int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
+       int tagWidth((background->w - 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);
+       }
+}
+
+void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
+       Point<int> position(
+                       (background->w - attackTypeMenu.Width()) / 2,
+                       (background->h * 3 / 4) - (attackTypeMenu.Height() / 2));
+       attackTypeMenu.Render(screen, position + offset);
+}
+
 }