-/*
- * SelectTarget.h
- *
- * Created on: Aug 9, 2012
- * Author: holy
- */
-
#ifndef BATTLE_SELECTTARGET_H_
#define BATTLE_SELECTTARGET_H_
-#include "../../app/State.h"
+namespace battle {
+ class BattleState;
+ class SelectAttackType;
+ class TargetSelection;
+}
+namespace graphics {
+ class Sprite;
+}
-#include "../../geometry/Vector.h"
+#include "../../app/State.h"
+#include "../../math/Vector.h"
-namespace graphics { class Sprite; }
+#include <vector>
namespace battle {
-class BattleState;
-class TargetSelection;
-class SelectAttackType;
-
class SelectTarget
: public app::State {
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 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 RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset);
+ void RenderCursors(SDL_Surface *screen);
private:
- app::Application *ctrl;
BattleState *battle;
SelectAttackType *parent;
TargetSelection *selection;
const graphics::Sprite *cursorIcon;
+ std::vector<math::Vector<int> > monsterPositions;
+ std::vector<math::Vector<int> > heroPositions;
+ math::Vector<int> cursorOffset;
+ math::Vector<int> indicatorOffset;
bool flipFlop;
};
}
-#endif /* BATTLE_SELECTTARGET_H_ */
+#endif