X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectIkari.cpp;h=2860a81afa7977ec5905b5b1356f63469ac6775a;hb=e1edc92c4fb834c8061118e89c0d7e239742b030;hp=22853ce725c36d76fb09f0ef8e153efc3fc9c5d0;hpb=520af5a8ef4fdfd4156377d4fccd93eecd450f0f;p=l2e.git diff --git a/src/battle/states/SelectIkari.cpp b/src/battle/states/SelectIkari.cpp index 22853ce..2860a81 100644 --- a/src/battle/states/SelectIkari.cpp +++ b/src/battle/states/SelectIkari.cpp @@ -24,28 +24,28 @@ using graphics::Frame; namespace battle { -void SelectIkari::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void SelectIkari::OnEnterState(SDL_Surface *screen) { + } -void SelectIkari::ExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; +void SelectIkari::OnExitState(SDL_Surface *screen) { + } -void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) { +void SelectIkari::OnResumeState(SDL_Surface *screen) { if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI); battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected()); - ctrl.PopState(); + Ctrl().PopState(); } } -void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) { +void SelectIkari::OnPauseState(SDL_Surface *screen) { } -void SelectIkari::Resize(int width, int height) { +void SelectIkari::OnResize(int width, int height) { } @@ -65,19 +65,19 @@ void SelectIkari::HandleEvents(const Input &input) { ac.SetType(AttackChoice::IKARI); ac.SetItem(battle->ActiveHero().IkariMenu().Selected()); battle->NextHero(); - ctrl->PopState(); + Ctrl().PopState(); } else { if (ikari->GetTargetingMode().TargetsSingle()) { ac.Selection().SetSingle(); } else { ac.Selection().SetMultiple(); } - ctrl->PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor)); + Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor)); } } } if (input.JustPressed(Input::ACTION_B)) { - ctrl->PopState(); // return control to parent + Ctrl().PopState(); // return control to parent } if (input.JustPressed(Input::PAD_UP)) { battle->ActiveHero().IkariMenu().PreviousRow();