]> git.localhorst.tv Git - l2e.git/blobdiff - src/menu/PartyMenu.cpp
removed stupid file headers that eclipse put in
[l2e.git] / src / menu / PartyMenu.cpp
index 85d19d2064456b74e44e63ce988253672b952ead..20a2a8ee567dd74b37734699f1577a71d42ca6d9 100644 (file)
@@ -1,14 +1,13 @@
-/*
- * PartyMenu.cpp
- *
- *  Created on: Oct 21, 2012
- *      Author: holy
- */
-
 #include "PartyMenu.h"
 
+#include "ChangeHero.h"
+#include "ConfigMenu.h"
+#include "EquipMenu.h"
+#include "InventoryMenu.h"
 #include "Resources.h"
+#include "ScenarioMenu.h"
 #include "SelectHero.h"
+#include "SpellMenu.h"
 #include "StatusMenu.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
@@ -29,12 +28,13 @@ PartyMenu::PartyMenu(GameConfig *game)
 : game(game)
 , mainMenu(*game->menuResources->mainMenuProperties) {
        for (int i(0); i < 4; ++i) {
-               status[i].SetHero(game->state->party[i]);
+               status[i].SetHero(game->state->party, i);
                status[i].SetResources(game->menuResources);
        }
-       status[1].SetPosition(Vector<int>(status[0].Width() + Res().normalFont->CharWidth(), 0));
-       status[2].SetPosition(Vector<int>(0, status[0].Height() + Res().normalFont->CharHeight()));
-       status[3].SetPosition(Vector<int>(status[0].Width() + Res().normalFont->CharWidth(), status[0].Height() + Res().normalFont->CharHeight()));
+       statusPositions[0] = Vector<int>(0, 0);
+       statusPositions[1] = Vector<int>(status[0].Width(), 0);
+       statusPositions[2] = Vector<int>(0, status[0].Height());
+       statusPositions[3] = Vector<int>(status[0].Width(), status[0].Height());
 
        mainMenu.Add(Res().mainMenuItemText, 0);
        mainMenu.Add(Res().mainMenuStatusText, 4);
@@ -92,21 +92,27 @@ void PartyMenu::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
                switch (mainMenu.Selected()) {
                        case MENU_ITEM_ITEM:
+                               Ctrl().PushState(new InventoryMenu(this));
                                break;
                        case MENU_ITEM_SPELL:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnSpellSelect));
                                break;
                        case MENU_ITEM_CAPSULE:
                                break;
                        case MENU_ITEM_EQUIP:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnEquipSelect));
                                break;
                        case MENU_ITEM_STATUS:
-                               Ctrl().PushState(new SelectHero(this, OnStatusSelect));
+                               Ctrl().PushState(new SelectHero(this, this, this, OnStatusSelect));
                                break;
                        case MENU_ITEM_CHANGE:
+                               Ctrl().PushState(new ChangeHero(this));
                                break;
                        case MENU_ITEM_CONFIG:
+                               Ctrl().PushState(new ConfigMenu(this));
                                break;
                        case MENU_ITEM_SCENARIO:
+                               Ctrl().PushState(new ScenarioMenu(this));
                                break;
                        default:
                                break;
@@ -119,14 +125,25 @@ void PartyMenu::UpdateWorld(float deltaT) {
 }
 
 void PartyMenu::Render(SDL_Surface *screen) {
+       Vector<int> offset((screen->w - Width()) / 2, (screen->h - Height()) / 2);
+
        RenderBackground(screen);
-       RenderHeros(screen, StatusOffset());
-       RenderMenu(screen, Vector<int>(8 * Res().normalFont->CharWidth(), 13 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
-       RenderInfo(screen, Vector<int>(14 * Res().normalFont->CharWidth(), 21 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+       RenderHeros(screen, offset);
+       RenderMenu(screen, offset + Vector<int>(8 * Res().normalFont->CharWidth(), 13 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
+       RenderInfo(screen, offset + Vector<int>(14 * Res().normalFont->CharWidth(), 21 * Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 8));
 }
 
-Vector<int> PartyMenu::StatusOffset() const {
-       return Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight());
+int PartyMenu::Width() const {
+       return 2 * (status[0].Width() + Res().normalFont->CharWidth());
+}
+
+int PartyMenu::Height() const {
+       return 2 * Res().normalFont->CharHeight()
+                       + 2 * status[0].Height()
+                       + Res().normalFont->CharHeight()
+                       + 8 * Res().normalFont->CharHeight()
+                       + 5 * Res().normalFont->CharHeight()
+                       + 2 * Res().normalFont->CharHeight();
 }
 
 void PartyMenu::RenderBackground(SDL_Surface *screen) const {
@@ -135,10 +152,14 @@ void PartyMenu::RenderBackground(SDL_Surface *screen) const {
 
 void PartyMenu::RenderHeros(SDL_Surface *screen, const Vector<int> &offset) const {
        for (int i(0); i < 4; ++i) {
-               status[i].Render(screen, offset);
+               status[i].Render(screen, offset + StatusOffset(i));
        }
 }
 
+Vector<int> PartyMenu::StatusOffset(int index) const {
+       return statusPositions[index] + Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight());
+}
+
 void PartyMenu::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) const {
        Vector<int> menuOffset(3 * Res().normalFont->CharWidth(), Res().normalFont->CharHeight() + Res().normalFont->CharHeight() / 4);
 
@@ -180,8 +201,22 @@ const Resources &PartyMenu::Res() const {
        return *game->menuResources;
 }
 
-void PartyMenu::OnStatusSelect(PartyMenu *self, int index) {
-       self->Ctrl().ChangeState(new StatusMenu(self));
+void PartyMenu::OnEquipSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new EquipMenu(self, index));
+}
+
+void PartyMenu::OnSpellSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new SpellMenu(self, index));
+}
+
+void PartyMenu::OnStatusSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new StatusMenu(self, index));
 }
 
 }