+/*
+ * SelectAttackType.cpp
+ *
+ * Created on: Aug 7, 2012
+ * Author: holy
+ */
+
+#include "SelectAttackType.h"
+
+#include "../BattleState.h"
+#include "../../app/Input.h"
+#include "../../geometry/operators.h"
+
+using app::Input;
+using geometry::Point;
+using geometry::Vector;
+
+namespace battle {
+
+void SelectAttackType::EnterState(app::Application &c, SDL_Surface *screen) {
+ ctrl = &c;
+}
+
+void SelectAttackType::ExitState() {
+ ctrl = 0;
+}
+
+
+void SelectAttackType::Resize(int width, int height) {
+
+}
+
+
+void SelectAttackType::HandleInput(const Input &input) {
+ if (input.IsDown(Input::PAD_UP)) {
+ battle->GetAttackTypeMenu().Select(AttackTypeMenu::MAGIC);
+ } else if (input.IsDown(Input::PAD_RIGHT)) {
+ battle->GetAttackTypeMenu().Select(AttackTypeMenu::DEFEND);
+ } else if (input.IsDown(Input::PAD_DOWN)) {
+ battle->GetAttackTypeMenu().Select(AttackTypeMenu::IKARI);
+ } else if (input.IsDown(Input::PAD_LEFT)) {
+ battle->GetAttackTypeMenu().Select(AttackTypeMenu::ITEM);
+ } else {
+ battle->GetAttackTypeMenu().Select(AttackTypeMenu::SWORD);
+ }
+
+ if (input.JustPressed(Input::ACTION_A)) {
+ switch (battle->GetAttackTypeMenu().Selected()) {
+ case AttackTypeMenu::SWORD:
+ // TODO: switch to next character
+ break;
+ case AttackTypeMenu::MAGIC:
+ // TODO: switch to spell select
+ break;
+ case AttackTypeMenu::DEFEND:
+ // TODO: switch to next character
+ break;
+ case AttackTypeMenu::IKARI:
+ // TODO: switch to ikari attack select
+ break;
+ case AttackTypeMenu::ITEM:
+ // TODO: switch to item select
+ break;
+ }
+ }
+}
+
+void SelectAttackType::UpdateWorld(float deltaT) {
+
+}
+
+void SelectAttackType::Render(SDL_Surface *screen) {
+ Vector<int> offset(battle->CalculateScreenOffset(screen));
+ battle->RenderBackground(screen, offset);
+ battle->RenderMonsters(screen, offset);
+ battle->RenderHeroTags(screen, offset);
+ RenderMenu(screen, offset);
+}
+
+void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
+ Point<int> position(
+ (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
+ (battle->BackgroundHeight() * 3 / 4) - (battle->GetAttackTypeMenu().Height() / 2));
+ battle->GetAttackTypeMenu().Render(screen, position + offset);
+}
+
+}