#ifndef BATTLE_SELECTSPELL_H_
#define BATTLE_SELECTSPELL_H_
-#include "../../app/State.h"
+namespace battle {
+ class BattleState;
+ class SelectAttackType;
+}
+namespace math {
+ template<class>
+ class Vector;
+}
-#include "../../geometry/Vector.h"
+#include "../../app/State.h"
namespace battle {
-class BattleState;
-class SelectAttackType;
-
class SelectSpell
: public app::State {
public:
SelectSpell(BattleState *battle, SelectAttackType *parent)
- : ctrl(0), battle(battle), parent(parent) { }
+ : battle(battle), parent(parent) { }
public:
- virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
- virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void HandleEvents(const app::Input &);
+ virtual void UpdateWorld(Uint32 deltaT);
+ virtual void Render(SDL_Surface *);
- virtual void Resize(int width, int height);
+private:
+ virtual void OnEnterState(SDL_Surface *screen);
+ virtual void OnExitState(SDL_Surface *screen);
+ virtual void OnResumeState(SDL_Surface *screen);
+ virtual void OnPauseState(SDL_Surface *screen);
- virtual void HandleInput(const app::Input &);
- virtual void UpdateWorld(float deltaT);
- virtual void Render(SDL_Surface *);
+ virtual void OnResize(int width, int height);
private:
- void RenderFrame(SDL_Surface *, const geometry::Vector<int> &offset);
- void RenderHeadline(SDL_Surface *, const geometry::Vector<int> &offset);
- void RenderMenu(SDL_Surface *, const geometry::Vector<int> &offset);
+ void RenderFrame(SDL_Surface *, const math::Vector<int> &offset);
+ void RenderHeadline(SDL_Surface *, const math::Vector<int> &offset);
+ void RenderMenu(SDL_Surface *, const math::Vector<int> &offset);
private:
- app::Application *ctrl;
BattleState *battle;
SelectAttackType *parent;