#include "../../app/Input.h"
#include "../../geometry/operators.h"
+using app::Application;
using app::Input;
using geometry::Point;
using geometry::Vector;
namespace battle {
-void SelectMoveAction::EnterState(app::Application &c, SDL_Surface *screen) {
+void SelectMoveAction::EnterState(Application &c, SDL_Surface *screen) {
ctrl = &c;
}
-void SelectMoveAction::ExitState() {
+void SelectMoveAction::ExitState(Application &c, SDL_Surface *screen) {
ctrl = 0;
}
+void SelectMoveAction::ResumeState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+void SelectMoveAction::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
void SelectMoveAction::Resize(int width, int height) {
}
-void SelectMoveAction::HandleInput(const app::Input &input) {
+void SelectMoveAction::HandleInput(const Input &input) {
if (input.IsDown(Input::PAD_UP)) {
battle->GetMoveMenu().Select(MoveMenu::CHANGE);
} else if (input.IsDown(Input::PAD_DOWN)) {
void SelectMoveAction::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
Point<int> position(
(battle->BackgroundWidth() - battle->GetMoveMenu().Width()) / 2,
- (battle->BackgroundHeight() * 3 / 4) - (battle->GetMoveMenu().Height() / 2));
+ battle->BackgroundHeight() - battle->GetMoveMenu().Height() - battle->GetMoveMenu().Height() / 2);
battle->GetMoveMenu().Render(screen, position + offset);
}