]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectTarget.h
removed lazy fwd headers
[l2e.git] / src / battle / states / SelectTarget.h
index 454903672fb4846462e1b4685b6d6fbd73286915..121b8ad235f72638aef1c60698d3255e6921a87b 100644 (file)
@@ -8,10 +8,20 @@
 #ifndef BATTLE_SELECTTARGET_H_
 #define BATTLE_SELECTTARGET_H_
 
-#include "../fwd.h"
+namespace battle {
+       class BattleState;
+       class SelectAttackType;
+       class TargetSelection;
+}
+namespace math {
+       template<class>
+       class Vector;
+}
+namespace graphics {
+       class Sprite;
+}
+
 #include "../../app/State.h"
-#include "../../geometry/Vector.h"
-#include "../../graphics/fwd.h"
 
 namespace battle {
 
@@ -20,26 +30,25 @@ class SelectTarget
 
 public:
        SelectTarget(BattleState *battle, SelectAttackType *parent, TargetSelection *selection, const graphics::Sprite *cursorIcon)
-       : ctrl(0), battle(battle), parent(parent), selection(selection), cursorIcon(cursorIcon), flipFlop(true) { }
+       : battle(battle), parent(parent), selection(selection), cursorIcon(cursorIcon), flipFlop(true) { }
 
 public:
        virtual void HandleEvents(const app::Input &);
-       virtual void UpdateWorld(float deltaT);
+       virtual void UpdateWorld(Uint32 deltaT);
        virtual void Render(SDL_Surface *);
 
 private:
-       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
+       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 OnResize(int width, int height);
 
 private:
-       void RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset);
+       void RenderCursors(SDL_Surface *screen, const math::Vector<int> &offset);
 
 private:
-       app::Application *ctrl;
        BattleState *battle;
        SelectAttackType *parent;
        TargetSelection *selection;