namespace battle {
-void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
+void SelectIkari::OnEnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
}
-void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
+void SelectIkari::OnExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
-void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnResumeState(Application &ctrl, SDL_Surface *screen) {
if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
}
}
-void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnPauseState(Application &ctrl, SDL_Surface *screen) {
}
-void SelectIkari::Resize(int width, int height) {
+void SelectIkari::OnResize(int width, int height) {
}
ac.Selection().SelectMonsters();
}
if (ikari->GetTargetingMode().TargetsAll()) {
- ac.SetType(AttackChoice::MAGIC);
- // TODO: remove item from inventory
+ ac.SetType(AttackChoice::IKARI);
ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
battle->NextHero();
ctrl->PopState();
void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
const Frame *frame(battle->Res().selectFrame);
- Vector<int> position(frame->BorderWidth(), frame->BorderHeight());
+ Vector<int> position(frame->BorderSize());
int width(battle->Width() - 2 * frame->BorderWidth());
int height(battle->Res().normalFont->CharHeight() * 13);
frame->Draw(screen, position + offset, width, height);
Vector<int> position(
2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
2 * res.selectFrame->BorderHeight());
- res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+ res.normalFont->DrawString(res.ikariMenuHeadline, screen, position + offset);
}
void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {