#include "PartyMenu.h"
#include "Resources.h"
+#include "SelectHero.h"
+#include "StatusMenu.h"
#include "../app/Application.h"
#include "../app/Input.h"
#include "../common/GameConfig.h"
} else if (input.JustPressed(Input::PAD_LEFT)) {
mainMenu.PreviousItem();
}
+
+ if (input.JustPressed(Input::ACTION_A)) {
+ switch (mainMenu.Selected()) {
+ case MENU_ITEM_ITEM:
+ break;
+ case MENU_ITEM_SPELL:
+ break;
+ case MENU_ITEM_CAPSULE:
+ break;
+ case MENU_ITEM_EQUIP:
+ break;
+ case MENU_ITEM_STATUS:
+ Ctrl().PushState(new SelectHero(this, OnStatusSelect));
+ break;
+ case MENU_ITEM_CHANGE:
+ break;
+ case MENU_ITEM_CONFIG:
+ break;
+ case MENU_ITEM_SCENARIO:
+ break;
+ default:
+ break;
+ }
+ }
}
void PartyMenu::UpdateWorld(float deltaT) {
}
void PartyMenu::Render(SDL_Surface *screen) {
- Res().menubg->Render(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
- RenderHeros(screen, Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight()));
+ 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));
}
+Vector<int> PartyMenu::StatusOffset() const {
+ return Vector<int>(Res().normalFont->CharWidth(), 2 * Res().normalFont->CharHeight());
+}
+
+void PartyMenu::RenderBackground(SDL_Surface *screen) const {
+ Res().menubg->Render(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
+}
+
void PartyMenu::RenderHeros(SDL_Surface *screen, const Vector<int> &offset) const {
for (int i(0); i < 4; ++i) {
status[i].Render(screen, offset);
return *game->menuResources;
}
+void PartyMenu::OnStatusSelect(PartyMenu *self, int index) {
+ self->Ctrl().ChangeState(new StatusMenu(self));
+}
+
}