]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/RunState.cpp
fixed formatting of battle::RunState
[l2e.git] / src / battle / states / RunState.cpp
index e1f6f4bcdd89058dc65b260849202e872606df54..f49f36fa0336b9a8e421884085135860f2b56b27 100644 (file)
@@ -1,16 +1,9 @@
-/*
- * RunState.cpp
- *
- *  Created on: Aug 10, 2012
- *      Author: holy
- */
-
 #include "RunState.h"
 
 #include "../BattleState.h"
 #include "../../app/Application.h"
 #include "../../app/Input.h"
-#include "../../geometry/Vector.h"
+#include "../../math/Vector.h"
 #include "../../graphics/Font.h"
 #include "../../graphics/Frame.h"
 
 
 using app::Application;
 using app::Input;
-using geometry::Vector;
+using graphics::Font;
+using graphics::Frame;
+using math::Vector;
+using std::strlen;
 
 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) {
+       OnResize(screen->w, screen->h);
 }
 
-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) {
+       const Resources &res = battle->Res();
+       const Frame &frame = *res.titleFrame;
+       const Font &font = *res.titleFont;
 
+       framePosition = battle->ScreenOffset();
+       frameSize = Vector<int> (
+                       battle->Width(),
+                       frame.BorderHeight() * 2 + font.CharHeight());
+
+       textPosition = Vector<int>(
+                       (battle->Width() - strlen(res.escapeText) * font.CharWidth()) / 2,
+                       frame.BorderHeight());
 }
 
 
 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) {
 
 }
 
 void RunState::Render(SDL_Surface *screen) {
-       Vector<int> offset(battle->CalculateScreenOffset(screen));
-       battle->RenderBackground(screen, offset);
-       battle->RenderMonsters(screen, offset);
-       battle->RenderHeroes(screen, offset);
-       battle->RenderSmallHeroTags(screen, offset);
-       RenderTitleBar(screen, offset);
+       battle->RenderBackground(screen);
+       battle->RenderMonsters(screen);
+       battle->RenderHeroes(screen);
+       battle->RenderSmallHeroTags(screen);
+       RenderTitleBar(screen);
 }
 
-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, offset, battle->Width(), height);
-
-       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);
+void RunState::RenderTitleBar(SDL_Surface *screen) {
+       const Resources &res = battle->Res();
+       res.titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
+       res.titleFont->DrawString(res.escapeText, screen, textPosition);
 }
 
 }