X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FRunState.cpp;h=dbf38680d55671ab69ba6057e5bc23eaab0e0398;hb=2ccc2369d32fb680a3047519d79c17de34c4e10a;hp=08c45e80cd8fb97f1a35f9cbc88783204da4a4a8;hpb=6d080d21d8055df9962296863b4c0954bc81410b;p=l2e.git diff --git a/src/battle/states/RunState.cpp b/src/battle/states/RunState.cpp index 08c45e8..dbf3868 100644 --- a/src/battle/states/RunState.cpp +++ b/src/battle/states/RunState.cpp @@ -10,43 +10,44 @@ #include "../BattleState.h" #include "../../app/Application.h" #include "../../app/Input.h" -#include "../../geometry/operators.h" -#include "../../geometry/Point.h" +#include "../../geometry/Vector.h" +#include "../../graphics/Font.h" +#include "../../graphics/Frame.h" + +#include using app::Application; using app::Input; -using geometry::Point; using geometry::Vector; namespace battle { -void RunState::EnterState(Application &c, SDL_Surface *screen) { +void RunState::OnEnterState(Application &c, SDL_Surface *screen) { ctrl = &c; - // TODO: push battle animation if enemy is faster } -void RunState::ExitState(Application &c, SDL_Surface *screen) { +void RunState::OnExitState(Application &c, SDL_Surface *screen) { ctrl = 0; } -void RunState::ResumeState(Application &ctrl, SDL_Surface *screen) { +void RunState::OnResumeState(Application &ctrl, SDL_Surface *screen) { timer = GraphicsTimers().StartCountdown(2500); } -void RunState::PauseState(Application &ctrl, SDL_Surface *screen) { +void RunState::OnPauseState(Application &ctrl, SDL_Surface *screen) { } -void RunState::Resize(int width, int height) { +void RunState::OnResize(int width, int height) { } void RunState::HandleEvents(const Input &input) { if (timer.Finished()) { + battle->SetRunaway(); ctrl->PopState(); // pop self - ctrl->PopState(); // pop battle } } @@ -60,7 +61,18 @@ void RunState::Render(SDL_Surface *screen) { battle->RenderBackground(screen, offset); battle->RenderMonsters(screen, offset); battle->RenderHeroes(screen, offset); - // render small tags + battle->RenderSmallHeroTags(screen, offset); + RenderTitleBar(screen, offset); +} + +void RunState::RenderTitleBar(SDL_Surface *screen, const Vector &offset) { + int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight()); + battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height); + + Vector textPosition( + (battle->Width() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2, + battle->Res().titleFrame->BorderHeight()); + battle->Res().titleFont->DrawString(battle->Res().escapeText, screen, textPosition + offset); } }