X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectIkari.cpp;h=2f07fa2ef56d1065fd18d7a460151f8e91af2f4a;hb=087783315ac5955c17bb3b051c9351f321653df6;hp=2ab66a95dc002bec89458e297a0d5e7f7872dc00;hpb=eb2ad5ffd08128d31af32f3929a3295fcfa251e9;p=l2e.git diff --git a/src/battle/states/SelectIkari.cpp b/src/battle/states/SelectIkari.cpp index 2ab66a9..2f07fa2 100644 --- a/src/battle/states/SelectIkari.cpp +++ b/src/battle/states/SelectIkari.cpp @@ -18,6 +18,13 @@ using graphics::Frame; namespace battle { +SelectIkari::SelectIkari(Battle *battle, SelectAttackType *parent) +: battle(battle) +, parent(parent) { + +} + + void SelectIkari::OnEnterState(SDL_Surface *screen) { OnResize(screen->w, screen->h); } @@ -40,14 +47,14 @@ void SelectIkari::OnPauseState(SDL_Surface *screen) { void SelectIkari::OnResize(int width, int height) { - const Vector offset = battle->ScreenOffset(); + const Vector offset = parent->ScreenOffset(); - const Resources &res = battle->Res(); + const Resources &res = parent->Res(); const Frame &frame = *res.selectFrame; framePosition = offset + frame.BorderSize(); frameSize = Vector( - battle->Width() - 2 * frame.BorderWidth(), + parent->Width() - 2 * frame.BorderWidth(), res.normalFont->CharHeight() * 13); headlinePosition = offset + Vector( @@ -82,7 +89,7 @@ void SelectIkari::HandleEvents(const Input &input) { } 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() ? parent->Res().magicTargetCursor : parent->Res().weaponTargetCursor)); } } } @@ -115,12 +122,12 @@ void SelectIkari::Render(SDL_Surface *screen) { } void SelectIkari::RenderFrame(SDL_Surface *screen) { - const Frame &frame = *battle->Res().selectFrame; + const Frame &frame = *parent->Res().selectFrame; frame.Draw(screen, framePosition, frameSize.X(), frameSize.Y()); } void SelectIkari::RenderHeadline(SDL_Surface *screen) { - const Resources &res = battle->Res(); + const Resources &res = parent->Res(); res.normalFont->DrawString(res.ikariMenuHeadline, screen, headlinePosition); }