X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectItem.cpp;h=0aaf7a36a79776ee9023a7162115aa7e49704a42;hb=0b11a24a8b08c49d6e4301573602fb6d01e7a8c8;hp=a8c23bb763a9acaf9682dfd841044ae33d3bf8f6;hpb=222167ba3722dc7f47ff7510006bd516e0010a50;p=l2e.git diff --git a/src/battle/states/SelectItem.cpp b/src/battle/states/SelectItem.cpp index a8c23bb..0aaf7a3 100644 --- a/src/battle/states/SelectItem.cpp +++ b/src/battle/states/SelectItem.cpp @@ -1,10 +1,3 @@ -/* - * SelectItem.cpp - * - * Created on: Aug 9, 2012 - * Author: holy - */ - #include "SelectItem.h" #include "SelectAttackType.h" @@ -13,122 +6,125 @@ #include "../../app/Application.h" #include "../../app/Input.h" #include "../../common/Item.h" -#include "../../geometry/Point.h" -#include "../../geometry/operators.h" #include "../../graphics/Frame.h" +#include "../../math/Vector.h" using app::Application; using app::Input; using common::Item; -using geometry::Point; -using geometry::Vector; +using math::Vector; using graphics::Frame; namespace battle { -void SelectItem::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +void SelectItem::OnEnterState(SDL_Surface *screen) { + OnResize(screen->w, screen->h); } -void SelectItem::ExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; +void SelectItem::OnExitState(SDL_Surface *screen) { + } -void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) { - if (battle->ActiveHeroTargets().HasSelected()) { - battle->SetAttackType(AttackChoice::ITEM); - battle->ActiveHeroAttackChoice().SetItem(battle->GetItemMenu().Selected()); - ctrl.PopState(); +void SelectItem::OnResumeState(SDL_Surface *screen) { + if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { + battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM); + battle->ActiveHero().GetAttackChoice().SetItem(battle->ItemMenu().Selected()); + Ctrl().PopState(); } } -void SelectItem::PauseState(Application &ctrl, SDL_Surface *screen) { +void SelectItem::OnPauseState(SDL_Surface *screen) { } -void SelectItem::Resize(int width, int height) { +void SelectItem::OnResize(int width, int height) { + const Vector offset = battle->ScreenOffset(); + + const Resources &res = battle->Res(); + const Frame &frame = *res.selectFrame; + + framePosition = offset + frame.BorderSize(); + frameSize = Vector( + battle->Width() - 2 * frame.BorderWidth(), + res.normalFont->CharHeight() * 13); + + headlinePosition = offset + Vector( + 2 * frame.BorderWidth() + res.normalFont->CharWidth(), + 2 * frame.BorderHeight()); + menuPosition = offset + Vector( + 2 * frame.BorderWidth() + res.normalFont->CharWidth(), + 2 * frame.BorderHeight() + 2 * res.normalFont->CharHeight()); } void SelectItem::HandleEvents(const Input &input) { if (input.JustPressed(Input::ACTION_A)) { - if (battle->GetItemMenu().SelectedIsEnabled()) { - const Item *item(battle->GetItemMenu().Selected()); - battle->ActiveHeroTargets().Reset(); + if (battle->ItemMenu().SelectedIsEnabled()) { + AttackChoice &ac(battle->ActiveHero().GetAttackChoice()); + const Item *item(battle->ItemMenu().Selected()); + ac.Selection().Reset(); if (item->GetTargetingMode().TargetsAlly()) { - battle->ActiveHeroTargets().SelectHeroes(); + ac.Selection().SelectHeroes(); } else { - battle->ActiveHeroTargets().SelectEnemies(); + ac.Selection().SelectMonsters(); } if (item->GetTargetingMode().TargetsAll()) { - battle->SetAttackType(AttackChoice::ITEM); - // TODO: remove item from inventory - battle->ActiveHeroAttackChoice().SetItem(item); + ac.SetType(AttackChoice::ITEM); + ac.SetItem(item); battle->NextHero(); - ctrl->PopState(); + Ctrl().PopState(); } else { if (item->GetTargetingMode().TargetsSingle()) { - battle->ActiveHeroTargets().SetSingle(); + ac.Selection().SetSingle(); } else { - battle->ActiveHeroTargets().SetMultiple(); + ac.Selection().SetMultiple(); } - ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), battle->Res().itemTargetCursor)); + Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().itemTargetCursor)); } } } 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->GetItemMenu().PreviousRow(); + battle->ItemMenu().PreviousRow(); } if (input.JustPressed(Input::PAD_RIGHT)) { - battle->GetItemMenu().NextItem(); + battle->ItemMenu().NextItem(); } if (input.JustPressed(Input::PAD_DOWN)) { - battle->GetItemMenu().NextRow(); + battle->ItemMenu().NextRow(); } if (input.JustPressed(Input::PAD_LEFT)) { - battle->GetItemMenu().PreviousItem(); + battle->ItemMenu().PreviousItem(); } } -void SelectItem::UpdateWorld(float deltaT) { +void SelectItem::UpdateWorld(Uint32 deltaT) { } void SelectItem::Render(SDL_Surface *screen) { parent->Render(screen); - Vector offset(battle->CalculateScreenOffset(screen)); - RenderFrame(screen, offset); - RenderHeadline(screen, offset); - RenderMenu(screen, offset); + RenderFrame(screen); + RenderHeadline(screen); + RenderMenu(screen); } -void SelectItem::RenderFrame(SDL_Surface *screen, const Vector &offset) { - const Frame *frame(battle->Res().selectFrame); - Point position(frame->BorderWidth(), frame->BorderHeight()); - int width(battle->BackgroundWidth() - 2 * frame->BorderWidth()); - int height(battle->Res().normalFont->CharHeight() * 13); - frame->Draw(screen, position + offset, width, height); +void SelectItem::RenderFrame(SDL_Surface *screen) { + const Frame &frame = *battle->Res().selectFrame; + frame.Draw(screen, framePosition, frameSize.X(), frameSize.Y()); } -void SelectItem::RenderHeadline(SDL_Surface *screen, const Vector &offset) { - const Resources &res(battle->Res()); - Point position( - 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), - 2 * res.selectFrame->BorderHeight()); - res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset); +void SelectItem::RenderHeadline(SDL_Surface *screen) { + const Resources &res = battle->Res(); + res.normalFont->DrawString(res.itemMenuHeadline, screen, headlinePosition); } -void SelectItem::RenderMenu(SDL_Surface *screen, const Vector &offset) { - const Resources &res(battle->Res()); - Point position( - 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), - 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight()); - battle->GetItemMenu().Draw(screen, position + offset); +void SelectItem::RenderMenu(SDL_Surface *screen) { + battle->ItemMenu().Draw(screen, menuPosition); } }