X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=758d9d8224a097d2b0cdd731dfc00dac17117b59;hb=010a336797f1419945bed60560cc61fb492793f4;hp=d1a983f23d198787daef4af3aac198e1d08db759;hpb=e1b949217f6cf25cb080e514a5f6a40935f0c8fa;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d1a983f..758d9d8 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,12 +8,17 @@ #include "BattleState.h" #include "PartyLayout.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; using std::vector; @@ -26,6 +31,13 @@ void BattleState::AddMonster(const Monster &m) { monsters.push_back(m); } +void BattleState::AddHero(const Hero &h) { + if (heroes.size() >= heroesLayout->NumPositions()) { + throw std::overflow_error("too many heroes for layout"); + } + heroes.push_back(h); +} + void BattleState::Resize(int w, int h) { @@ -35,6 +47,9 @@ 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))); + } } void BattleState::ExitState() { @@ -42,8 +57,8 @@ void BattleState::ExitState() { } -void BattleState::HandleEvent(const SDL_Event &) { - +void BattleState::HandleInput(const Input &input) { + attackTypeMenu.ReadInput(input); } void BattleState::UpdateWorld(float deltaT) { @@ -51,20 +66,61 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { + Vector offset( + (screen->w - background->w) / 2, + (screen->h - background->h) / 2); + + RenderBackground(screen, offset); + RenderMonsters(screen, offset); +// RenderHeroes(screen, offset); + RenderHeroTags(screen, offset); + RenderAttackTypeMenu(screen, offset); +} + +void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { // black for now SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_Rect destRect; - destRect.x = (screen->w - background->w) / 2; - destRect.y = (screen->h - background->h) / 2; + destRect.x = offset.X(); + destRect.y = offset.Y(); destRect.w = background->w; destRect.h = background->h; - - // TODO: center background if screen bigger SDL_BlitSurface(background, 0, screen, &destRect); +} +void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - monsters[i].Sprite()->DrawCenterBottom(screen, Point(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y)); + monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset); } } +void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); + } +} + +void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + int uiHeight(background->h / 2), uiOffset(uiHeight); + int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2); + int tagWidth((background->w - 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); + } +} + +void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector &offset) { + Point position( + (background->w - attackTypeMenu.Width()) / 2, + (background->h * 3 / 4) - (attackTypeMenu.Height() / 2)); + attackTypeMenu.Render(screen, position + offset); +} + }