-/*
- * PartyMenu.cpp
- *
- * Created on: Oct 21, 2012
- * Author: holy
- */
-
#include "PartyMenu.h"
+#include "CapsuleMenu.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/Input.h"
#include "../common/GameConfig.h"
#include "../common/GameState.h"
-#include "../geometry/Vector.h"
+#include "../math/Vector.h"
#include "../graphics/Font.h"
#include "../graphics/Frame.h"
#include "../graphics/Texture.h"
using app::Input;
using common::GameConfig;
-using geometry::Vector;
+using math::Vector;
namespace menu {
mainMenu.Add(Res().mainMenuStatusText, 4);
mainMenu.Add(Res().mainMenuSpellText, 1);
mainMenu.Add(Res().mainMenuChangeText, 5);
- mainMenu.Add(Res().mainMenuCapsuleText, 2);
+ mainMenu.Add(Res().mainMenuCapsuleText, 2, game->state->capsule);
mainMenu.Add(Res().mainMenuConfigText, 6);
mainMenu.Add(Res().mainMenuEquipmentText, 3);
mainMenu.Add(Res().mainMenuScenarioText, 7);
void PartyMenu::OnEnterState(SDL_Surface *) {
-
+ mainMenu.StartAnimation(Ctrl());
}
void PartyMenu::OnExitState(SDL_Surface *) {
Ctrl().PushState(new SelectHero(this, this, this, OnSpellSelect));
break;
case MENU_ITEM_CAPSULE:
+ if (game->state->capsule) {
+ Ctrl().PushState(new CapsuleMenu(this));
+ } else {
+ // noise and blur
+ }
break;
case MENU_ITEM_EQUIP:
+ Ctrl().PushState(new SelectHero(this, this, this, OnEquipSelect));
break;
case MENU_ITEM_STATUS:
Ctrl().PushState(new SelectHero(this, this, this, OnStatusSelect));
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;
}
}
-void PartyMenu::UpdateWorld(float deltaT) {
+void PartyMenu::UpdateWorld(Uint32 deltaT) {
}
}
void PartyMenu::RenderBackground(SDL_Surface *screen) const {
- Res().menubg->Render(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
+ Res().menubg->Draw(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
}
void PartyMenu::RenderHeros(SDL_Surface *screen, const Vector<int> &offset) const {
return *game->menuResources;
}
-void PartyMenu::OnStatusSelect(void *ref, int index) {
+void PartyMenu::OnEquipSelect(void *ref, int index) {
PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
self->Ctrl().ChangeState(
- new StatusMenu(self, index));
+ new EquipMenu(self, index));
}
void PartyMenu::OnSpellSelect(void *ref, int index) {
new SpellMenu(self, index));
}
+void PartyMenu::OnStatusSelect(void *ref, int index) {
+ PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+ self->Ctrl().ChangeState(
+ new StatusMenu(self, index));
+}
+
}