}
-void SwapHeroes::HandleInput(const Input &input) {
+void SwapHeroes::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_A)) {
if (selected != -1 && cursor != selected) {
battle->SwapHeroes(cursor, selected);
if (cursor > 0) {
--cursor;
} else {
- cursor = battle->Heroes().size();
+ cursor = battle->NumHeroes();
}
}
Vector<int> cursorOffset(battle->Res().swapCursor->Width() / -8, battle->Res().swapCursor->Height() / 8);
Vector<int> indicatorOffset(0, 0);
vector<Point<int> > positions;
- 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(battle->Res().swapCursor->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - battle->Res().swapCursor->Height() / 2);
// indicator offsets are inverted for heroes
positionCorrection -= cursorOffset;