]> git.localhorst.tv Git - l2e.git/blobdiff - src/menu/PartyMenu.cpp
consistent naming of graphics drawing functions
[l2e.git] / src / menu / PartyMenu.cpp
index 85d19d2064456b74e44e63ce988253672b952ead..8e627ee312ba1902ffe02d5a59427e9b90d948de 100644 (file)
@@ -1,27 +1,27 @@
-/*
- * 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/Application.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 {
 
@@ -29,18 +29,19 @@ 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);
        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);
@@ -52,7 +53,7 @@ PartyMenu::~PartyMenu() {
 
 
 void PartyMenu::OnEnterState(SDL_Surface *) {
-
+       mainMenu.StartAnimation(Ctrl());
 }
 
 void PartyMenu::OnExitState(SDL_Surface *) {
@@ -92,21 +93,32 @@ 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:
+                               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, 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;
@@ -114,31 +126,46 @@ void PartyMenu::HandleEvents(const Input &input) {
        }
 }
 
-void PartyMenu::UpdateWorld(float deltaT) {
+void PartyMenu::UpdateWorld(Uint32 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 {
-       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 {
        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 +207,22 @@ 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));
 }
 
 }