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cached some of the battle coordinates
[l2e.git] / src / battle / states / SelectMoveAction.cpp
1 #include "SelectMoveAction.h"
2
3 #include "RunState.h"
4 #include "SelectAttackType.h"
5 #include "SwapHeroes.h"
6 #include "../BattleState.h"
7 #include "../MoveMenu.h"
8 #include "../../app/Application.h"
9 #include "../../app/Input.h"
10 #include "../../math/Vector.h"
11
12 using app::Application;
13 using app::Input;
14 using math::Vector;
15
16 namespace battle {
17
18 void SelectMoveAction::OnEnterState(SDL_Surface *screen) {
19         OnResize(screen->w, screen->h);
20 }
21
22 void SelectMoveAction::OnExitState(SDL_Surface *screen) {
23
24 }
25
26 void SelectMoveAction::OnResumeState(SDL_Surface *screen) {
27
28 }
29
30 void SelectMoveAction::OnPauseState(SDL_Surface *screen) {
31
32 }
33
34
35 void SelectMoveAction::OnResize(int width, int height) {
36         position = battle->ScreenOffset() + Vector<int>(
37                         (battle->Width() - battle->GetMoveMenu().Width()) / 2,
38                         battle->Height() - battle->GetMoveMenu().Height() - battle->GetMoveMenu().Height() / 2);
39 }
40
41
42 void SelectMoveAction::HandleEvents(const Input &input) {
43         if (input.IsDown(Input::PAD_UP)) {
44                 battle->GetMoveMenu().Select(MoveMenu::CHANGE);
45         } else if (input.IsDown(Input::PAD_DOWN)) {
46                 battle->GetMoveMenu().Select(MoveMenu::RUN);
47         } else {
48                 battle->GetMoveMenu().Select(MoveMenu::ATTACK);
49         }
50
51         if (input.JustPressed(Input::ACTION_A)) {
52                 switch (battle->GetMoveMenu().Selected()) {
53                         case MoveMenu::ATTACK:
54                                 Ctrl().ChangeState(new SelectAttackType(battle));
55                                 battle->NextHero();
56                                 break;
57                         case MoveMenu::CHANGE:
58                                 Ctrl().PushState(new SwapHeroes(battle, this));
59                                 break;
60                         case MoveMenu::RUN:
61                                 Ctrl().ChangeState(new RunState(battle));
62                                 break;
63                 }
64         }
65 }
66
67 void SelectMoveAction::UpdateWorld(Uint32 deltaT) {
68
69 }
70
71 void SelectMoveAction::Render(SDL_Surface *screen) {
72         battle->RenderBackground(screen);
73         battle->RenderMonsters(screen);
74         battle->RenderHeroTags(screen);
75         RenderMenu(screen);
76 }
77
78 void SelectMoveAction::RenderMenu(SDL_Surface *screen) {
79         battle->GetMoveMenu().Render(screen, position);
80 }
81
82 }