X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fbattle%2FBattleState.h;h=daf1cae65f10c0f4c85267cdfc34bf39368360a1;hb=628b3a7276d0b330719e05504b23bafcf88f8fca;hp=ccc242512bf87ddbecf25e0656f86d7cb0e1a8fa;hpb=509ef53f0adeb204167aabe1715f3a230f8c59fe;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index ccc2425..daf1cae 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,41 +8,74 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackTypeMenu.h" +#include "Hero.h" +#include "HeroTag.h" #include "Monster.h" +#include "MoveMenu.h" #include "../app/State.h" #include "../geometry/Point.h" +#include "../geometry/Vector.h" #include #include +namespace app { class Input; } +namespace graphics { class Sprite; } + namespace battle { class PartyLayout; +// TODO: maybe split battle state into substates for each menu? class BattleState : public app::State { public: - BattleState(SDL_Surface *background, const PartyLayout &monstersLayout) + BattleState(SDL_Surface *background, const PartyLayout &monstersLayout, const PartyLayout &heroesLayout, const graphics::Sprite *attackIcons, const graphics::Sprite *moveIcons) : background(background) - , monstersLayout(&monstersLayout) { } + , monstersLayout(&monstersLayout) + , heroesLayout(&heroesLayout) + , attackTypeMenu(attackIcons) + , moveMenu(moveIcons) + , moveChoice(-1) + , activeHero(0) { } public: void AddMonster(const Monster &); + void AddHero(const Hero &); public: virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); virtual void ExitState(); - virtual void HandleEvent(const SDL_Event &); + virtual void Resize(int width, int height); + + virtual void HandleInput(const app::Input &); virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); +private: + void RenderBackground(SDL_Surface *screen, const geometry::Vector &offset); + void RenderMonsters(SDL_Surface *screen, const geometry::Vector &offset); + void RenderHeroes(SDL_Surface *screen, const geometry::Vector &offset); + void RenderHeroTags(SDL_Surface *screen, const geometry::Vector &offset); + void RenderAttackTypeMenu(SDL_Surface *screen, const geometry::Vector &offset); + void RenderMoveMenu(SDL_Surface *screen, const geometry::Vector &offset); + private: SDL_Surface *background; const PartyLayout *monstersLayout; + const PartyLayout *heroesLayout; + AttackTypeMenu attackTypeMenu; + MoveMenu moveMenu; std::vector > monsterPositions; + std::vector > heroesPositions; std::vector monsters; + std::vector heroes; + std::vector heroTags; + int moveChoice; + int activeHero; };