X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.h;h=8fa7d951ac393bcf5dd5917cc36d2b34f44bbce5;hb=010a336797f1419945bed60560cc61fb492793f4;hp=52238ebe5d3594b964cd656aa10bd5094e793e51;hpb=4a1816af30dcfe53181a25355bd51cc7b24a83f1;p=l2e.git diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 52238eb..8fa7d95 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -8,29 +8,38 @@ #ifndef BATTLE_BATTLESTATE_H_ #define BATTLE_BATTLESTATE_H_ +#include "AttackTypeMenu.h" +#include "Hero.h" +#include "HeroTag.h" #include "Monster.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) : background(background) , monstersLayout(&monstersLayout) - , width(0) - , height(0) { } + , heroesLayout(&heroesLayout) + , attackTypeMenu(attackIcons) { } public: void AddMonster(const Monster &); + void AddHero(const Hero &); public: virtual void EnterState(app::Application &ctrl, SDL_Surface *screen); @@ -38,17 +47,27 @@ public: virtual void Resize(int width, int height); - virtual void HandleEvent(const SDL_Event &); + 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); + private: SDL_Surface *background; const PartyLayout *monstersLayout; + const PartyLayout *heroesLayout; + AttackTypeMenu attackTypeMenu; std::vector > monsterPositions; + std::vector > heroesPositions; std::vector monsters; - int width; - int height; + std::vector heroes; + std::vector heroTags; };