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[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
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
37 }
38
39
40 void SelectMoveAction::HandleEvents(const Input &input) {
41         if (input.IsDown(Input::PAD_UP)) {
42                 battle->GetMoveMenu().Select(MoveMenu::CHANGE);
43         } else if (input.IsDown(Input::PAD_DOWN)) {
44                 battle->GetMoveMenu().Select(MoveMenu::RUN);
45         } else {
46                 battle->GetMoveMenu().Select(MoveMenu::ATTACK);
47         }
48
49         if (input.JustPressed(Input::ACTION_A)) {
50                 switch (battle->GetMoveMenu().Selected()) {
51                         case MoveMenu::ATTACK:
52                                 Ctrl().ChangeState(new SelectAttackType(battle));
53                                 battle->NextHero();
54                                 break;
55                         case MoveMenu::CHANGE:
56                                 Ctrl().PushState(new SwapHeroes(battle, this));
57                                 break;
58                         case MoveMenu::RUN:
59                                 Ctrl().ChangeState(new RunState(battle));
60                                 break;
61                 }
62         }
63 }
64
65 void SelectMoveAction::UpdateWorld(Uint32 deltaT) {
66
67 }
68
69 void SelectMoveAction::Render(SDL_Surface *screen) {
70         Vector<int> offset(battle->CalculateScreenOffset(screen));
71         battle->RenderBackground(screen, offset);
72         battle->RenderMonsters(screen, offset);
73         battle->RenderHeroTags(screen, offset);
74         RenderMenu(screen, offset);
75 }
76
77 void SelectMoveAction::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
78         Vector<int> position(
79                         (battle->Width() - battle->GetMoveMenu().Width()) / 2,
80                         battle->Height() - battle->GetMoveMenu().Height() - battle->GetMoveMenu().Height() / 2);
81         battle->GetMoveMenu().Render(screen, position + offset);
82 }
83
84 }