X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FHeroTag.cpp;fp=src%2Fbattle%2FHeroTag.cpp;h=01cee4485f463ed1c68fce599c7fb6e47f0aa08e;hb=b6502719f0f02bdb4fc39aa66fa4a369ea583036;hp=33c42db72de3f0b7d270eaace92d9c1f5ad1b47c;hpb=185c6c79f8ba30981aad4e1d66f98143a344b95e;p=l2e.git diff --git a/src/battle/HeroTag.cpp b/src/battle/HeroTag.cpp index 33c42db..01cee44 100644 --- a/src/battle/HeroTag.cpp +++ b/src/battle/HeroTag.cpp @@ -8,6 +8,7 @@ #include "HeroTag.h" #include "Hero.h" +#include "Resources.h" #include "../geometry/operators.h" #include "../geometry/Vector.h" #include "../graphics/Font.h" @@ -17,65 +18,61 @@ using geometry::Point; using geometry::Vector; +using graphics::Frame; namespace battle { void HeroTag::Render(SDL_Surface *screen, int width, int height, Point position, bool active) const { // frame - Vector frameOffset; - if (active) { - activeFrame->Draw(screen, position, width, height); - frameOffset = Vector(activeFrame->BorderWidth(), activeFrame->BorderHeight()); - } else { - frame->Draw(screen, position, width, height); - frameOffset = Vector(frame->BorderWidth(), frame->BorderHeight()); - } + const Frame *frame(active ? res->activeHeroTagFrame : res->heroTagFrame); + Vector frameOffset(frame->BorderWidth(), frame->BorderHeight()); + frame->Draw(screen, position, width, height); int yOffset((height - hero->Sprite()->Height()) / 2); // gauges // NOTE: assuming frame border is unit size until charsets are impemented - int gaugeX((align == LEFT ? 10 : 6) * font->CharWidth()); + int gaugeX((align == LEFT ? 10 : 6) * res->heroTagFont->CharWidth()); // 4 units reserved for hero, gaugeX already includes frame offset - int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * font->CharWidth()); + int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * res->heroTagFont->CharWidth()); // health gauge, second line - Vector healthGaugeOffset(gaugeX, frameOffset.Y() + font->CharHeight()); - healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth)); + Vector healthGaugeOffset(gaugeX, frameOffset.Y() + res->heroTagFont->CharHeight()); + res->healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth)); // mana gauge, third line - Vector manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * font->CharHeight()); - manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth)); + Vector manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight()); + res->manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth)); // ikari gauge, fourth line - Vector ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * font->CharHeight()); - ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth)); + Vector ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight()); + res->ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth)); // labels - int labelX((align == LEFT ? 5 : 1) * font->CharWidth()); + int labelX((align == LEFT ? 5 : 1) * res->heroTagFont->CharWidth()); // level Vector levelLabelOffset(gaugeX, frameOffset.Y()); - sprites->Draw(screen, position + levelLabelOffset, 0, 0); + res->heroTagLabels->Draw(screen, position + levelLabelOffset, 0, 0); // hp - Vector healthLabelOffset(labelX, frameOffset.Y() + font->CharHeight()); - sprites->Draw(screen, position + healthLabelOffset, 0, 1); + Vector healthLabelOffset(labelX, frameOffset.Y() + res->heroTagFont->CharHeight()); + res->heroTagLabels->Draw(screen, position + healthLabelOffset, 0, 1); // mp - Vector manaLabelOffset(labelX, frameOffset.Y() + 2 * font->CharHeight()); - sprites->Draw(screen, position + manaLabelOffset, 0, 2); + Vector manaLabelOffset(labelX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight()); + res->heroTagLabels->Draw(screen, position + manaLabelOffset, 0, 2); // cm - Vector moveLabelOffset(labelX, frameOffset.Y() + 3 * font->CharHeight()); - sprites->Draw(screen, position + moveLabelOffset, 0, 3); + Vector moveLabelOffset(labelX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight()); + res->heroTagLabels->Draw(screen, position + moveLabelOffset, 0, 3); // ip - Vector ikariLabelOffset(labelX + 3 * font->CharWidth(), frameOffset.Y() + 3 * font->CharHeight()); - sprites->Draw(screen, position + ikariLabelOffset, 0, 4); + Vector ikariLabelOffset(labelX + 3 * res->heroTagFont->CharWidth(), frameOffset.Y() + 3 * res->heroTagFont->CharHeight()); + res->heroTagLabels->Draw(screen, position + ikariLabelOffset, 0, 4); // numbers // level - Vector levelNumberOffset(gaugeX + sprites->Width(), levelLabelOffset.Y()); - font->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2); + Vector levelNumberOffset(gaugeX + res->heroTagLabels->Width(), levelLabelOffset.Y()); + res->heroTagFont->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2); // health - Vector healthNumberOffset(labelX + sprites->Width(), healthLabelOffset.Y()); - font->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3); + Vector healthNumberOffset(labelX + res->heroTagLabels->Width(), healthLabelOffset.Y()); + res->heroTagFont->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3); //mana - Vector manaNumberOffset(labelX + sprites->Width(), manaLabelOffset.Y()); - font->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3); + Vector manaNumberOffset(labelX + res->heroTagLabels->Width(), manaLabelOffset.Y()); + res->heroTagFont->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3); // hero Vector heroOffset(