}
-void SelectTarget::HandleInput(const Input &input) {
+void SelectTarget::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
if (selection->CurrentIsSelected()) {
ctrl->PopState(); // return control to parent
positions.push_back(*i);
}
} else {
- for (vector<Hero>::size_type i(0), end(battle->Heroes().size()); i < end; ++i) {
+ for (int i(0), end(battle->NumHeroes()); i < end; ++i) {
Vector<int> positionCorrection(cursorIcon->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - cursorIcon->Height() / 2);
// indicator offsets are inverted for heroes
positionCorrection -= cursorOffset;