X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=4e12f7929a5be2ada8fa319e6ce275827375fae0;hb=4d0a650b178d81387caa36953ed06cc5d6c28213;hp=c31786eed84aca8db1fa258bb43b8fb50738fa48;hpb=2955f56fb11fab871a34db5700befe55737d81d7;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index c31786e..4e12f79 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,12 +8,16 @@ #include "BattleState.h" #include "PartyLayout.h" +#include "states/SelectMoveAction.h" +#include "../app/Application.h" +#include "../app/Input.h" #include "../geometry/operators.h" #include "../graphics/Sprite.h" #include using app::Application; +using app::Input; using geometry::Point; using geometry::Vector; @@ -44,6 +48,10 @@ void BattleState::Resize(int w, int h) { void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2))); + } + ctrl.PushState(new SelectMoveAction(this)); } void BattleState::ExitState() { @@ -51,7 +59,7 @@ void BattleState::ExitState() { } -void BattleState::HandleEvent(const SDL_Event &) { +void BattleState::HandleInput(const Input &input) { } @@ -60,13 +68,13 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { - Vector offset( - (screen->w - background->w) / 2, - (screen->h - background->h) / 2); + Vector offset(CalculateScreenOffset(screen)); RenderBackground(screen, offset); RenderMonsters(screen, offset); - RenderHeroes(screen, offset); +// RenderHeroes(screen, offset); + RenderHeroTags(screen, offset); + RenderAttackTypeMenu(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -92,4 +100,27 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } } +void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight); + int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2); + int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2); + + Point tagPosition[4]; + tagPosition[0] = Point(0, uiOffset); + tagPosition[1] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset); + tagPosition[2] = Point(0, uiOffset + tagHeight + attackTypeMenu.IconHeight()); + tagPosition[3] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight()); + + for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero); + } +} + +void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector &offset) { + Point position( + (BackgroundWidth() - attackTypeMenu.Width()) / 2, + (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2)); + attackTypeMenu.Render(screen, position + offset); +} + }