]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectMoveAction.cpp
switched geometric scalars from floating to fixed
[l2e.git] / src / battle / states / SelectMoveAction.cpp
index 351116bf0918e4e7aa434fcdc76accd7b412d941..b77f98c1a2459a7da7aa9e80bfb590542f6a89cc 100644 (file)
 
 using app::Application;
 using app::Input;
-using geometry::Vector;
+using math::Vector;
 
 namespace battle {
 
-void SelectMoveAction::OnEnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+void SelectMoveAction::OnEnterState(SDL_Surface *screen) {
+
 }
 
-void SelectMoveAction::OnExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+void SelectMoveAction::OnExitState(SDL_Surface *screen) {
+
 }
 
-void SelectMoveAction::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectMoveAction::OnResumeState(SDL_Surface *screen) {
 
 }
 
-void SelectMoveAction::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectMoveAction::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectMoveAction::Resize(int width, int height) {
+void SelectMoveAction::OnResize(int width, int height) {
 
 }
 
@@ -55,20 +55,20 @@ void SelectMoveAction::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
                switch (battle->GetMoveMenu().Selected()) {
                        case MoveMenu::ATTACK:
-                               ctrl->ChangeState(new SelectAttackType(battle));
+                               Ctrl().ChangeState(new SelectAttackType(battle));
                                battle->NextHero();
                                break;
                        case MoveMenu::CHANGE:
-                               ctrl->PushState(new SwapHeroes(battle, this));
+                               Ctrl().PushState(new SwapHeroes(battle, this));
                                break;
                        case MoveMenu::RUN:
-                               ctrl->ChangeState(new RunState(battle));
+                               Ctrl().ChangeState(new RunState(battle));
                                break;
                }
        }
 }
 
-void SelectMoveAction::UpdateWorld(float deltaT) {
+void SelectMoveAction::UpdateWorld(Uint32 deltaT) {
 
 }