X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectAttackType.cpp;h=d0f1f392973cd19e28a10e8dc500c70088b82f3d;hb=HEAD;hp=20ab7a4db4f05b90271797217940d0622553d49e;hpb=4309d259becd96ead792678257e910c03a6b4a3d;p=l2e.git diff --git a/src/battle/states/SelectAttackType.cpp b/src/battle/states/SelectAttackType.cpp index 20ab7a4..d0f1f39 100644 --- a/src/battle/states/SelectAttackType.cpp +++ b/src/battle/states/SelectAttackType.cpp @@ -21,8 +21,15 @@ using math::Vector; namespace battle { -void SelectAttackType::OnEnterState(SDL_Surface *screen) { +SelectAttackType::SelectAttackType(Battle *battle, BattleState *parent) +: battle(battle) +, parent(parent) { + +} + +void SelectAttackType::OnEnterState(SDL_Surface *screen) { + OnResize(screen->w, screen->h); } void SelectAttackType::OnExitState(SDL_Surface *screen) { @@ -31,7 +38,7 @@ void SelectAttackType::OnExitState(SDL_Surface *screen) { void SelectAttackType::OnResumeState(SDL_Surface *screen) { if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { - battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected()); + battle->ActiveHero().GetAttackChoice().SetType(parent->GetAttackTypeMenu().Selected()); battle->NextHero(); } if (battle->AttackSelectionDone()) { @@ -46,27 +53,31 @@ void SelectAttackType::OnPauseState(SDL_Surface *screen) { void SelectAttackType::OnResize(int width, int height) { - + Vector offset(parent->ScreenOffset()); + Vector position( + (parent->Width() - parent->GetAttackTypeMenu().Width()) / 2, + parent->Height() - parent->GetAttackTypeMenu().Height() - parent->GetAttackTypeMenu().Height() / 2); + menuOffset = offset + position; } void SelectAttackType::HandleEvents(const Input &input) { if (input.IsDown(Input::PAD_UP)) { - battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC); + parent->GetAttackTypeMenu().Select(AttackChoice::MAGIC); } else if (input.IsDown(Input::PAD_RIGHT)) { - battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND); + parent->GetAttackTypeMenu().Select(AttackChoice::DEFEND); } else if (input.IsDown(Input::PAD_DOWN)) { - battle->GetAttackTypeMenu().Select(AttackChoice::IKARI); + parent->GetAttackTypeMenu().Select(AttackChoice::IKARI); } else if (input.IsDown(Input::PAD_LEFT)) { - battle->GetAttackTypeMenu().Select(AttackChoice::ITEM); + parent->GetAttackTypeMenu().Select(AttackChoice::ITEM); } else { - battle->GetAttackTypeMenu().Select(AttackChoice::SWORD); + parent->GetAttackTypeMenu().Select(AttackChoice::SWORD); } Hero &hero(battle->ActiveHero()); AttackChoice &ac(hero.GetAttackChoice()); if (input.JustPressed(Input::ACTION_A)) { - switch (battle->GetAttackTypeMenu().Selected()) { + switch (parent->GetAttackTypeMenu().Selected()) { case AttackChoice::SWORD: if (hero.HasWeapon()) { if (hero.Weapon()->GetTargetingMode().TargetsAll()) { @@ -80,7 +91,7 @@ void SelectAttackType::HandleEvents(const Input &input) { ac.Selection().SetSingle(); } ac.Selection().Reset(); - Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor)); + Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), parent->Res().weaponTargetCursor)); break; case AttackChoice::MAGIC: if (battle->ActiveHero().CanUseMagic()) { @@ -104,7 +115,7 @@ void SelectAttackType::HandleEvents(const Input &input) { ac.Reset(); battle->PreviousHero(); if (battle->BeforeFirstHero()) { - Ctrl().ChangeState(new SelectMoveAction(battle)); + Ctrl().ChangeState(new SelectMoveAction(battle, parent)); } else { battle->ActiveHero().GetAttackChoice().Reset(); } @@ -120,18 +131,46 @@ void SelectAttackType::UpdateWorld(Uint32 deltaT) { } void SelectAttackType::Render(SDL_Surface *screen) { - Vector offset(battle->CalculateScreenOffset(screen)); - battle->RenderBackground(screen, offset); - battle->RenderMonsters(screen, offset); - battle->RenderHeroTags(screen, offset); - RenderMenu(screen, offset); + parent->RenderBackground(screen); + parent->RenderMonsters(screen); + parent->RenderHeroTags(screen); + RenderMenu(screen); } -void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector &offset) { - Vector position( - (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2, - battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2); - battle->GetAttackTypeMenu().Render(screen, position + offset); +void SelectAttackType::RenderMenu(SDL_Surface *screen) { + parent->GetAttackTypeMenu().Render(screen, menuOffset); +} + + +const Resources &SelectAttackType::Res() const { + return parent->Res(); +} + +graphics::Menu &SelectAttackType::ItemMenu() { + return parent->ItemMenu(); +} + +const graphics::Menu &SelectAttackType::ItemMenu() const { + return parent->ItemMenu(); +} + +const HeroTag &SelectAttackType::HeroTagAt(int index) const { + return parent->HeroTagAt(index); +} +const Vector &SelectAttackType::HeroTagPositionAt(int index) const { + return parent->HeroTagPositionAt(index); +} + +const Vector &SelectAttackType::ScreenOffset() const { + return parent->ScreenOffset(); +} + +int SelectAttackType::Width() const { + return parent->Width(); +} + +int SelectAttackType::Height() const { + return parent->Height(); } }