]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
split BattleState's render function
[l2e.git] / src / battle / BattleState.cpp
index 511d29e2dc930ec182667fcc9df8b24db52ddd91..c31786eed84aca8db1fa258bb43b8fb50738fa48 100644 (file)
@@ -8,12 +8,14 @@
 #include "BattleState.h"
 
 #include "PartyLayout.h"
+#include "../geometry/operators.h"
 #include "../graphics/Sprite.h"
 
 #include <stdexcept>
 
 using app::Application;
 using geometry::Point;
+using geometry::Vector;
 
 using std::vector;
 
@@ -58,23 +60,35 @@ 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);
+}
+
+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, Point<int>(heroesPositions[i].X() + destRect.x, heroesPositions[i].Y() + destRect.y));
+               heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
        }
 }