void SelectSpell::HandleInput(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
// TODO: switch to target select
- battle->NextHero();
- ctrl->PopState();
+ if (battle->GetSpellMenu().SelectedIsEnabled()) {
+ battle->SetAttackType(AttackChoice::MAGIC);
+ battle->NextHero();
+ ctrl->PopState();
+ }
}
if (input.JustPressed(Input::ACTION_B)) {
ctrl->PopState(); // return control to parent
}
+ if (input.JustPressed(Input::PAD_UP)) {
+ battle->GetSpellMenu().PreviousRow();
+ }
+ if (input.JustPressed(Input::PAD_RIGHT)) {
+ battle->GetSpellMenu().NextItem();
+ }
+ if (input.JustPressed(Input::PAD_DOWN)) {
+ battle->GetSpellMenu().NextRow();
+ }
+ if (input.JustPressed(Input::PAD_LEFT)) {
+ battle->GetSpellMenu().PreviousItem();
+ }
}
void SelectSpell::UpdateWorld(float deltaT) {
void SelectSpell::Render(SDL_Surface *screen) {
parent->Render(screen);
- const Frame &frame(battle->GetSelectFrame());
- Point<int> position(frame.BorderWidth(), frame.BorderHeight());
Vector<int> offset(battle->CalculateScreenOffset(screen));
- int width(battle->BackgroundWidth() - 2 * frame.BorderWidth());
- // TODO: replace with font height
- int height(frame.BorderHeight() * 13);
- frame.Draw(screen, position + offset, width, height);
+ RenderFrame(screen, offset);
+ RenderHeadline(screen, offset);
+ RenderMenu(screen, offset);
+}
+
+void SelectSpell::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
+ const Frame *frame(battle->Res().selectFrame);
+ Point<int> position(frame->BorderWidth(), frame->BorderHeight());
+ int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
+ int height(battle->Res().normalFont->CharHeight() * 13);
+ frame->Draw(screen, position + offset, width, height);
+}
+
+void SelectSpell::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
+ const Resources &res(battle->Res());
+ Point<int> position(
+ 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+ 2 * res.selectFrame->BorderHeight());
+ res.normalFont->DrawString(res.spellMenuHeadline, screen, position + offset);
+}
+
+void SelectSpell::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
+ const Resources &res(battle->Res());
+ Point<int> position(
+ 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+ 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
+ battle->GetSpellMenu().Draw(screen, position + offset);
}
}