X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmenu%2FCapsuleMenu.cpp;h=564b3bf5df928503418b20957b97d3d9020d7207;hb=5cbe0ba11d6fe180f49101547f05e7fe586d55c0;hp=6d0fba8f0a68a3b518428d557e3df494e8f29379;hpb=7a14d357d9d05c2bac1efcdcf57365a4ce13729a;p=l2e.git diff --git a/src/menu/CapsuleMenu.cpp b/src/menu/CapsuleMenu.cpp index 6d0fba8..564b3bf 100644 --- a/src/menu/CapsuleMenu.cpp +++ b/src/menu/CapsuleMenu.cpp @@ -1,6 +1,8 @@ #include "CapsuleMenu.h" +#include "CapsuleChangeMenu.h" #include "CapsuleFeedMenu.h" +#include "CapsuleNameMenu.h" #include "PartyMenu.h" #include "Resources.h" #include "../app/Application.h" @@ -68,11 +70,11 @@ void CapsuleMenu::HandleEvents(const Input &input) { menu.SetSelected(); break; case CHOICE_CHANGE: - // push change menu + Ctrl().PushState(new CapsuleChangeMenu(this)); menu.SetSelected(); break; case CHOICE_NAME: - // push name menu + Ctrl().PushState(new CapsuleNameMenu(this)); menu.SetSelected(); break; } @@ -95,7 +97,9 @@ void CapsuleMenu::Render(SDL_Surface *screen) { 12 * font.CharWidth(), 2 * font.CharHeight() - font.CharHeight() / 8); // TODO: wheel offset: top left, center, or center bottom? - const Vector wheelOffset; + const Vector wheelOffset( + 6 * font.CharWidth(), + 19 * font.CharHeight() - font.CharHeight() / 8); const Vector statsOffset( 12 * font.CharWidth(), 15 * font.CharHeight() - font.CharHeight() / 8); @@ -175,7 +179,8 @@ void CapsuleMenu::RenderInfo(SDL_Surface *screen, const Vector &offset) con } void CapsuleMenu::RenderWheel(SDL_Surface *screen, const Vector &offset) const { - // later + Res().capsuleAlignmentWheel->DrawCenter(screen, offset); + Res().capsuleAlignmentCursor->DrawCenter(screen, offset + Game().state->GetCapsule().AlignmentOffset()); } void CapsuleMenu::RenderStats(SDL_Surface *screen, const Vector &offset) const { @@ -258,8 +263,12 @@ int CapsuleMenu::Height() const { return parent->Height(); } +Capsule &CapsuleMenu::GetCapsule() { + return Game().state->GetCapsule(); +} + const Capsule &CapsuleMenu::GetCapsule() const { - return *Game().state->capsule; + return Game().state->GetCapsule(); } }