namespace battle {
-void RunState::EnterState(Application &c, SDL_Surface *screen) {
+void RunState::OnEnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
- // TODO: push battle animation if enemy is faster
}
-void RunState::ExitState(Application &c, SDL_Surface *screen) {
+void RunState::OnExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
-void RunState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
timer = GraphicsTimers().StartCountdown(2500);
}
-void RunState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
}
-void RunState::Resize(int width, int height) {
+void RunState::OnResize(int width, int height) {
}
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, Vector<int>(offset.X(), offset.Y()), battle->Width(), height);
+ battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
Vector<int> textPosition(
(battle->Width() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2,