X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmenu%2FStatusMenu.cpp;h=55ba56eb92487787daf98b08ec12c80eec7930f7;hb=59c735f03e5959ab6a32afac1603f1e371786ed7;hp=e46a1dd1fbc9d2f11d36d4399286af0cc6a8e200;hpb=243cb7d922fe888be8d18241de138ad5949de430;p=l2e.git diff --git a/src/menu/StatusMenu.cpp b/src/menu/StatusMenu.cpp index e46a1dd..55ba56e 100644 --- a/src/menu/StatusMenu.cpp +++ b/src/menu/StatusMenu.cpp @@ -1,10 +1,3 @@ -/* - * StatusMenu.cpp - * - * Created on: Oct 22, 2012 - * Author: holy - */ - #include "StatusMenu.h" #include "HeroStatus.h" @@ -16,20 +9,26 @@ #include "../common/GameState.h" #include "../common/Hero.h" #include "../common/Item.h" +#include "../common/Stats.h" #include "../graphics/Font.h" +#include "../graphics/Frame.h" using app::Input; using common::Hero; using common::Item; +using common::Stats; using geometry::Vector; using graphics::Font; +using graphics::Frame; namespace menu { StatusMenu::StatusMenu(PartyMenu *parent, int cursor) : parent(parent) -, cursor(cursor) { - +, cursor(cursor) +, menu(*parent->Res().statusMenuProperties) { + menu.Add(parent->Res().nextLabel, 0); + menu.Add(parent->Res().returnLabel, 1); } @@ -56,16 +55,30 @@ void StatusMenu::OnResize(int width, int height) { void StatusMenu::HandleEvents(const Input &input) { - if (input.JustPressed(Input::ACTION_B)) { - Ctrl().PopState(); - } - if (input.JustPressed(Input::SHOULDER_RIGHT)) { NextHero(); } if (input.JustPressed(Input::SHOULDER_LEFT)) { PreviousHero(); } + + if (input.JustPressed(Input::PAD_LEFT)) { + menu.PreviousItem(); + } + if (input.JustPressed(Input::PAD_RIGHT)) { + menu.NextItem(); + } + + if (input.JustPressed(Input::ACTION_A)) { + if (menu.Selected() == 0) { + NextHero(); + } else if (menu.Selected() == 1) { + Ctrl().PopState(); + } + } + if (input.JustPressed(Input::ACTION_B)) { + Ctrl().PopState(); + } } void StatusMenu::UpdateWorld(float deltaT) { @@ -78,13 +91,33 @@ void StatusMenu::Render(SDL_Surface *screen) { 5 * parent->Res().statusFont->CharWidth(), parent->Res().statusFont->CharHeight()); Vector statsOffset( + 4 * parent->Res().statusFont->CharWidth(), + 8 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8); + Vector equipOffset( 17 * parent->Res().statusFont->CharWidth(), 4 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8); + Vector experienceOffset( + 11 * parent->Res().statusFont->CharWidth(), + 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8); + Vector nextLevelOffset( + 11 * parent->Res().statusFont->CharWidth(), + 20 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8); + Vector ikariOffset( + 17 * parent->Res().statusFont->CharWidth(), + 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8); + Vector menuOffset( + parent->Res().statusFont->CharWidth(), + 23 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8); parent->RenderBackground(screen); parent->Res().shoulderNav->Draw(screen, offset + shoulderNavOffset); RenderStatus(screen, offset + parent->StatusOffset(0)); - RenderEquipment(screen, offset + statsOffset); + RenderStats(screen, offset + statsOffset); + RenderEquipment(screen, offset + equipOffset); + RenderExperience(screen, experienceOffset); + RenderNextLevel(screen, nextLevelOffset); + RenderIkari(screen, ikariOffset); + RenderMenu(screen, menuOffset); } int StatusMenu::Width() const { @@ -99,27 +132,49 @@ void StatusMenu::RenderStatus(SDL_Surface *screen, const Vector &offset) co parent->GetHeroStatus(cursor).Render(screen, offset); } -void StatusMenu::RenderEquipment(SDL_Surface *screen, const geometry::Vector &offset) const { - const Hero &hero(*parent->Game().state->party[cursor]); - Vector lineBreak(0, 2 * parent->Res().statusFont->CharHeight()); +void StatusMenu::RenderStats(SDL_Surface *screen, const Vector &offset) const { + const Stats &stats(GetHero().GetStats()); + Vector lineBreak(0, parent->Res().statusFont->CharHeight()); Vector position(offset); - RenderEquipmentLine(hero.Weapon(), screen, position); + RenderStatsLine(parent->Res().atpLabel, stats.Attack(), screen, position); + + position += lineBreak; + RenderStatsLine(parent->Res().dfpLabel, stats.Defense(), screen, position); position += lineBreak; - RenderEquipmentLine(hero.Armor(), screen, position); + RenderStatsLine(parent->Res().strLabel, stats.Strength(), screen, position); position += lineBreak; - RenderEquipmentLine(hero.Shield(), screen, position); + RenderStatsLine(parent->Res().aglLabel, stats.Agility(), screen, position); position += lineBreak; - RenderEquipmentLine(hero.Helmet(), screen, position); + RenderStatsLine(parent->Res().intLabel, stats.Intelligence(), screen, position); position += lineBreak; - RenderEquipmentLine(hero.Ring(), screen, position); + RenderStatsLine(parent->Res().gutLabel, stats.Gut(), screen, position); position += lineBreak; - RenderEquipmentLine(hero.Jewel(), screen, position); + RenderStatsLine(parent->Res().mgrLabel, stats.MagicResistance(), screen, position); +} + +void StatusMenu::RenderStatsLine(const char *label, int number, SDL_Surface *screen, const Vector &position) const { + const Font &font(*parent->Res().statusFont); + const Vector numberOffset(4 * font.CharWidth(), 0); + + font.DrawString(label, screen, position, 3); + font.DrawNumber(number, screen, position + numberOffset, 3); +} + +void StatusMenu::RenderEquipment(SDL_Surface *screen, const Vector &offset) const { + const Hero &hero(GetHero()); + Vector lineBreak(0, 2 * parent->Res().statusFont->CharHeight()); + + Vector position(offset); + for (int i = 0; i < Hero::EQUIP_COUNT; ++i) { + RenderEquipmentLine(hero.Equipment(Hero::EquipSlot(i)), screen, position); + position += lineBreak; + } } void StatusMenu::RenderEquipmentLine(const Item *item, SDL_Surface *screen, const Vector &position) const { @@ -135,6 +190,47 @@ void StatusMenu::RenderEquipmentLine(const Item *item, SDL_Surface *screen, cons } } +void StatusMenu::RenderExperience(SDL_Surface *screen, const geometry::Vector &offset) const { + const Font &font(*parent->Res().statusFont); + font.DrawStringRight(parent->Res().experienceLabel, screen, offset, 10); + + Vector numberOffset(offset.X(), offset.Y() + font.CharHeight()); + font.DrawNumberRight(GetHero().Experience(), screen, numberOffset, 7); +} + +void StatusMenu::RenderNextLevel(SDL_Surface *screen, const geometry::Vector &offset) const { + const Font &font(*parent->Res().statusFont); + font.DrawStringRight(parent->Res().nextLevelLabel, screen, offset, 10); + + Vector numberOffset(offset.X(), offset.Y() + font.CharHeight()); + font.DrawNumberRight(GetHero().NextLevel(), screen, numberOffset, 7); +} + +void StatusMenu::RenderIkari(SDL_Surface *screen, const geometry::Vector &offset) const { + const Font &font(*parent->Res().statusFont); + font.DrawString(parent->Res().ipLabel, screen, offset, 5); + + Vector numberOffset(offset.X() + 5 * font.CharWidth(), offset.Y()); + font.DrawNumber(GetHero().RelativeIP(100), screen, numberOffset, 3); + + Vector percentOffset(offset.X() + 8 * font.CharWidth(), offset.Y()); + font.DrawChar('%', screen, percentOffset); +} + +void StatusMenu::RenderMenu(SDL_Surface *screen, const geometry::Vector &offset) const { + const Font &font(*parent->Res().normalFont); + const Frame &frame(*parent->Res().statusFrame); + + Vector labelOffset(2 * font.CharWidth(), font.CharHeight()); + frame.Draw(screen, offset, 10 * font.CharWidth(), 3 * font.CharHeight()); + font.DrawString(parent->Res().mainMenuStatusText, screen, offset + labelOffset); + + Vector menuFrameOffset(10 * font.CharWidth(), 0); + Vector menuOffset(13 * font.CharWidth(), font.CharHeight()); + frame.Draw(screen, offset + menuFrameOffset, 20 * font.CharWidth(), 3 * font.CharHeight()); + menu.Draw(screen, offset + menuOffset); +} + void StatusMenu::NextHero() { cursor = (cursor + 1) % parent->Game().state->partySize; @@ -144,4 +240,8 @@ void StatusMenu::PreviousHero() { cursor = (cursor + parent->Game().state->partySize - 1) % parent->Game().state->partySize; } +const Hero &StatusMenu::GetHero() const { + return *parent->Game().state->party[cursor]; +} + }