]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
renamed state callbacks
[l2e.git] / src / battle / states / SelectAttackType.cpp
index 3157ca7642981a9c822ea2adc0093005684e9f2b..351ad1c3584337d85a4d6b4baa3bc20a7a8fc3bb 100644 (file)
 #include "../../app/Application.h"
 #include "../../app/Input.h"
 #include "../../common/Item.h"
-#include "../../geometry/operators.h"
 
 #include <stdexcept>
 
 using app::Application;
 using app::Input;
 using common::Item;
-using geometry::Point;
 using geometry::Vector;
 
 namespace battle {
 
-void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
                battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
                battle->NextHero();
@@ -48,7 +46,7 @@ void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
        }
 }
 
-void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
@@ -114,7 +112,7 @@ void SelectAttackType::HandleEvents(const Input &input) {
                if (battle->BeforeFirstHero()) {
                        ctrl->ChangeState(new SelectMoveAction(battle));
                } else {
-                       ac.Reset();
+                       battle->ActiveHero().GetAttackChoice().Reset();
                }
        }
 
@@ -136,7 +134,7 @@ void SelectAttackType::Render(SDL_Surface *screen) {
 }
 
 void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
-       Point<int> position(
+       Vector<int> position(
                        (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
                        battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
        battle->GetAttackTypeMenu().Render(screen, position + offset);