#include "../common/GameState.h"
#include "../common/Hero.h"
#include "../common/Item.h"
+#include "../common/Stats.h"
#include "../graphics/Font.h"
+#include "../graphics/Frame.h"
using app::Input;
using common::Hero;
using common::Item;
+using common::Stats;
using geometry::Vector;
using graphics::Font;
+using graphics::Frame;
namespace menu {
StatusMenu::StatusMenu(PartyMenu *parent, int cursor)
: parent(parent)
-, cursor(cursor) {
-
+, cursor(cursor)
+, menu(*parent->Res().statusMenuProperties) {
+ menu.Add(parent->Res().nextLabel, 0);
+ menu.Add(parent->Res().returnLabel, 1);
}
void StatusMenu::HandleEvents(const Input &input) {
- if (input.JustPressed(Input::ACTION_B)) {
- Ctrl().PopState();
- }
-
if (input.JustPressed(Input::SHOULDER_RIGHT)) {
NextHero();
}
if (input.JustPressed(Input::SHOULDER_LEFT)) {
PreviousHero();
}
+
+ if (input.JustPressed(Input::PAD_LEFT)) {
+ menu.PreviousItem();
+ }
+ if (input.JustPressed(Input::PAD_RIGHT)) {
+ menu.NextItem();
+ }
+
+ if (input.JustPressed(Input::ACTION_A)) {
+ if (menu.Selected() == 0) {
+ NextHero();
+ } else if (menu.Selected() == 1) {
+ Ctrl().PopState();
+ }
+ }
+ if (input.JustPressed(Input::ACTION_B)) {
+ Ctrl().PopState();
+ }
}
void StatusMenu::UpdateWorld(float deltaT) {
5 * parent->Res().statusFont->CharWidth(),
parent->Res().statusFont->CharHeight());
Vector<int> statsOffset(
+ 4 * parent->Res().statusFont->CharWidth(),
+ 8 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> equipOffset(
17 * parent->Res().statusFont->CharWidth(),
4 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> experienceOffset(
+ 11 * parent->Res().statusFont->CharWidth(),
+ 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> nextLevelOffset(
+ 11 * parent->Res().statusFont->CharWidth(),
+ 20 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> ikariOffset(
+ 17 * parent->Res().statusFont->CharWidth(),
+ 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> menuOffset(
+ parent->Res().statusFont->CharWidth(),
+ 23 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
parent->RenderBackground(screen);
parent->Res().shoulderNav->Draw(screen, offset + shoulderNavOffset);
RenderStatus(screen, offset + parent->StatusOffset(0));
- RenderEquipment(screen, offset + statsOffset);
+ RenderStats(screen, offset + statsOffset);
+ RenderEquipment(screen, offset + equipOffset);
+ RenderExperience(screen, experienceOffset);
+ RenderNextLevel(screen, nextLevelOffset);
+ RenderIkari(screen, ikariOffset);
+ RenderMenu(screen, menuOffset);
}
int StatusMenu::Width() const {
parent->GetHeroStatus(cursor).Render(screen, offset);
}
-void StatusMenu::RenderEquipment(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
- const Hero &hero(*parent->Game().state->party[cursor]);
+void StatusMenu::RenderStats(SDL_Surface *screen, const Vector<int> &offset) const {
+ const Stats &stats(GetHero().GetStats());
+ Vector<int> lineBreak(0, parent->Res().statusFont->CharHeight());
+
+ Vector<int> position(offset);
+ RenderStatsLine(parent->Res().atpLabel, stats.Attack(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().dfpLabel, stats.Defense(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().strLabel, stats.Strength(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().aglLabel, stats.Agility(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().intLabel, stats.Intelligence(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().gutLabel, stats.Gut(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().mgrLabel, stats.MagicResistance(), screen, position);
+}
+
+void StatusMenu::RenderStatsLine(const char *label, int number, SDL_Surface *screen, const Vector<int> &position) const {
+ const Font &font(*parent->Res().statusFont);
+ const Vector<int> numberOffset(4 * font.CharWidth(), 0);
+
+ font.DrawString(label, screen, position, 3);
+ font.DrawNumber(number, screen, position + numberOffset, 3);
+}
+
+void StatusMenu::RenderEquipment(SDL_Surface *screen, const Vector<int> &offset) const {
+ const Hero &hero(GetHero());
Vector<int> lineBreak(0, 2 * parent->Res().statusFont->CharHeight());
Vector<int> position(offset);
}
}
+void StatusMenu::RenderExperience(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ font.DrawStringRight(parent->Res().experienceLabel, screen, offset, 10);
+
+ Vector<int> numberOffset(offset.X(), offset.Y() + font.CharHeight());
+ font.DrawNumberRight(GetHero().Experience(), screen, numberOffset, 7);
+}
+
+void StatusMenu::RenderNextLevel(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ font.DrawStringRight(parent->Res().nextLevelLabel, screen, offset, 10);
+
+ Vector<int> numberOffset(offset.X(), offset.Y() + font.CharHeight());
+ font.DrawNumberRight(GetHero().NextLevel(), screen, numberOffset, 7);
+}
+
+void StatusMenu::RenderIkari(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ font.DrawString(parent->Res().ipLabel, screen, offset, 5);
+
+ Vector<int> numberOffset(offset.X() + 5 * font.CharWidth(), offset.Y());
+ font.DrawNumber(GetHero().RelativeIP(100), screen, numberOffset, 3);
+
+ Vector<int> percentOffset(offset.X() + 8 * font.CharWidth(), offset.Y());
+ font.DrawChar('%', screen, percentOffset);
+}
+
+void StatusMenu::RenderMenu(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().normalFont);
+ const Frame &frame(*parent->Res().statusFrame);
+
+ Vector<int> labelOffset(2 * font.CharWidth(), font.CharHeight());
+ frame.Draw(screen, offset, 10 * font.CharWidth(), 3 * font.CharHeight());
+ font.DrawString(parent->Res().mainMenuStatusText, screen, offset + labelOffset);
+
+ Vector<int> menuFrameOffset(10 * font.CharWidth(), 0);
+ Vector<int> menuOffset(13 * font.CharWidth(), font.CharHeight());
+ frame.Draw(screen, offset + menuFrameOffset, 20 * font.CharWidth(), 3 * font.CharHeight());
+ menu.Draw(screen, offset + menuOffset);
+}
+
void StatusMenu::NextHero() {
cursor = (cursor + 1) % parent->Game().state->partySize;
cursor = (cursor + parent->Game().state->partySize - 1) % parent->Game().state->partySize;
}
+const Hero &StatusMenu::GetHero() const {
+ return *parent->Game().state->party[cursor];
+}
+
}