]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/RunState.cpp
switched geometric scalars from floating to fixed
[l2e.git] / src / battle / states / RunState.cpp
index 6f4325a0b72d0f3850b334c83fe8fe321c771316..956fa133ec1317329a41bce85e23f1d4d448187e 100644 (file)
@@ -10,8 +10,7 @@
 #include "../BattleState.h"
 #include "../../app/Application.h"
 #include "../../app/Input.h"
-#include "../../geometry/operators.h"
-#include "../../geometry/Point.h"
+#include "../../math/Vector.h"
 #include "../../graphics/Font.h"
 #include "../../graphics/Frame.h"
 
 
 using app::Application;
 using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
 
 namespace battle {
 
-void RunState::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
-       // TODO: push battle animation if enemy is faster
+void RunState::OnEnterState(SDL_Surface *screen) {
+
 }
 
-void RunState::ExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+void RunState::OnExitState(SDL_Surface *screen) {
+
 }
 
-void RunState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnResumeState(SDL_Surface *screen) {
        timer = GraphicsTimers().StartCountdown(2500);
 }
 
-void RunState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void RunState::Resize(int width, int height) {
+void RunState::OnResize(int width, int height) {
 
 }
 
@@ -50,12 +47,12 @@ void RunState::Resize(int width, int height) {
 void RunState::HandleEvents(const Input &input) {
        if (timer.Finished()) {
                battle->SetRunaway();
-               ctrl->PopState(); // pop self
+               Ctrl().PopState(); // pop self
        }
 }
 
 
-void RunState::UpdateWorld(float deltaT) {
+void RunState::UpdateWorld(Uint32 deltaT) {
 
 }
 
@@ -64,16 +61,16 @@ void RunState::Render(SDL_Surface *screen) {
        battle->RenderBackground(screen, offset);
        battle->RenderMonsters(screen, offset);
        battle->RenderHeroes(screen, offset);
-       // render small tags
+       battle->RenderSmallHeroTags(screen, offset);
        RenderTitleBar(screen, offset);
 }
 
 void RunState::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
        int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
-       battle->Res().titleFrame->Draw(screen, Point<int>(offset.X(), offset.Y()), battle->BackgroundWidth(), height);
+       battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
 
-       Point<int> textPosition(
-                       (battle->BackgroundWidth() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2,
+       Vector<int> textPosition(
+                       (battle->Width() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2,
                        battle->Res().titleFrame->BorderHeight());
        battle->Res().titleFont->DrawString(battle->Res().escapeText, screen, textPosition + offset);
 }