1 #include "CapsuleMenu.h"
3 #include "CapsuleFeedMenu.h"
6 #include "../app/Application.h"
7 #include "../app/Input.h"
8 #include "../common/GameConfig.h"
9 #include "../common/GameState.h"
10 #include "../common/Spell.h"
11 #include "../common/Stats.h"
12 #include "../graphics/Font.h"
13 #include "../graphics/Frame.h"
14 #include "../graphics/Texture.h"
17 using common::Capsule;
19 using geometry::Vector;
21 using graphics::Frame;
25 CapsuleMenu::CapsuleMenu(PartyMenu *parent)
27 , menu(*Res().capsuleMenuProperties) {
28 menu.Add(Res().capsuleFeedLabel, CHOICE_FEED);
29 menu.Add(Res().capsuleChangeLabel, CHOICE_CHANGE);
30 menu.Add(Res().capsuleNameLabel, CHOICE_NAME);
34 void CapsuleMenu::OnEnterState(SDL_Surface *) {
38 void CapsuleMenu::OnExitState(SDL_Surface *) {
42 void CapsuleMenu::OnResumeState(SDL_Surface *) {
46 void CapsuleMenu::OnPauseState(SDL_Surface *) {
51 void CapsuleMenu::OnResize(int width, int height) {
56 void CapsuleMenu::HandleEvents(const Input &input) {
57 if (input.JustPressed(Input::PAD_LEFT)) {
60 if (input.JustPressed(Input::PAD_RIGHT)) {
64 if (input.JustPressed(Input::ACTION_A)) {
65 switch (menu.Selected()) {
67 Ctrl().PushState(new CapsuleFeedMenu(this));
79 } else if (input.JustPressed(Input::ACTION_B)) {
84 void CapsuleMenu::UpdateWorld(float deltaT) {
88 void CapsuleMenu::Render(SDL_Surface *screen) {
89 const Font &font(*Res().statusFont);
90 const Vector<int> offset((screen->w - Width()) / 2, (screen->h - Height()) / 2);
91 const Vector<int> capsuleOffset(
93 12 * font.CharHeight());
94 const Vector<int> infoOffset(
95 12 * font.CharWidth(),
96 2 * font.CharHeight() - font.CharHeight() / 8);
97 // TODO: wheel offset: top left, center, or center bottom?
98 const Vector<int> wheelOffset;
99 const Vector<int> statsOffset(
100 12 * font.CharWidth(),
101 15 * font.CharHeight() - font.CharHeight() / 8);
102 const Vector<int> menuOffset(
104 24 * font.CharHeight() - font.CharHeight() / 8);
106 RenderBackground(screen);
107 RenderCapsule(screen, offset + capsuleOffset);
108 RenderInfo(screen, offset + infoOffset);
109 RenderWheel(screen, offset + wheelOffset);
110 RenderStats(screen, offset + statsOffset);
111 RenderMenu(screen, offset + menuOffset);
114 void CapsuleMenu::RenderBackground(SDL_Surface *screen) const {
115 Res().capsulebg->Render(screen, Vector<int>(), Vector<int>(screen->w, screen->h));
118 void CapsuleMenu::RenderCapsule(SDL_Surface *screen, const Vector<int> &offset) const {
119 GetCapsule().BattleSprite()->DrawCenterBottom(screen, offset);
122 void CapsuleMenu::RenderInfo(SDL_Surface *screen, const Vector<int> &offset) const {
123 const Capsule &capsule(GetCapsule());
124 const Font &font(*Res().statusFont);
125 const Vector<int> delimiterOffset(5 * font.CharWidth(), 0);
126 const Vector<int> valueOffset(6 * font.CharWidth(), 0);
127 const Vector<int> lineBreak(0, font.CharHeight() + font.CharHeight() / 2);
128 Vector<int> lineHead(offset);
130 font.DrawString(Res().capsuleNameLabel, screen, lineHead, 5);
131 font.DrawChar(':', screen, lineHead + delimiterOffset);
132 font.DrawString(capsule.Name(), screen, lineHead + valueOffset);
134 lineHead += lineBreak;
135 font.DrawString(Res().capsuleClassLabel, screen, lineHead, 5);
136 font.DrawChar(':', screen, lineHead + delimiterOffset);
137 font.DrawString(capsule.ClassName(), screen, lineHead + valueOffset);
139 lineHead += lineBreak;
140 font.DrawString(Res().capsuleAlignmentLabel, screen, lineHead, 5);
141 font.DrawChar(':', screen, lineHead + delimiterOffset);
142 font.DrawString(capsule.Alignment(), screen, lineHead + valueOffset);
144 lineHead += lineBreak;
145 font.DrawString(Res().capsuleTribeLabel, screen, lineHead, 5);
146 font.DrawChar(':', screen, lineHead + delimiterOffset);
147 font.DrawString(capsule.Tribe(), screen, lineHead + valueOffset);
149 lineHead += lineBreak;
150 font.DrawString(Res().capsuleAttack1Label, screen, lineHead, 5);
151 font.DrawChar(':', screen, lineHead + delimiterOffset);
152 if (capsule.Attack1()) {
153 font.DrawString(capsule.Attack1()->Name(), screen, lineHead + valueOffset);
155 font.DrawString(Res().capsuleNoAttackText, screen, lineHead + valueOffset);
158 lineHead += lineBreak;
159 font.DrawString(Res().capsuleAttack1Label, screen, lineHead, 5);
160 font.DrawChar(':', screen, lineHead + delimiterOffset);
161 if (capsule.Attack2()) {
162 font.DrawString(capsule.Attack2()->Name(), screen, lineHead + valueOffset);
164 font.DrawString(Res().capsuleNoAttackText, screen, lineHead + valueOffset);
167 lineHead += lineBreak;
168 font.DrawString(Res().capsuleAttack1Label, screen, lineHead, 5);
169 font.DrawChar(':', screen, lineHead + delimiterOffset);
170 if (capsule.Attack3()) {
171 font.DrawString(capsule.Attack3()->Name(), screen, lineHead + valueOffset);
173 font.DrawString(Res().capsuleNoAttackText, screen, lineHead + valueOffset);
177 void CapsuleMenu::RenderWheel(SDL_Surface *screen, const Vector<int> &offset) const {
181 void CapsuleMenu::RenderStats(SDL_Surface *screen, const Vector<int> &offset) const {
182 const Capsule &capsule(GetCapsule());
183 Stats stats(capsule.GetStats());
184 const Font &font(*Res().statusFont);
185 const Vector<int> lineBreak(0, font.CharHeight());
186 Vector<int> lineHead(offset);
188 RenderStatsLine(screen, lineHead, Res().hpLabel, capsule.MaxHealth());
189 lineHead += lineBreak;
190 RenderStatsLine(screen, lineHead, Res().atpLabel, stats.Attack());
191 lineHead += lineBreak;
192 RenderStatsLine(screen, lineHead, Res().dfpLabel, stats.Defense());
193 lineHead += lineBreak;
194 RenderStatsLine(screen, lineHead, Res().strLabel, stats.Strength());
195 lineHead += lineBreak;
196 RenderStatsLine(screen, lineHead, Res().aglLabel, stats.Agility());
197 lineHead += lineBreak;
198 RenderStatsLine(screen, lineHead, Res().intLabel, stats.Intelligence());
199 lineHead += lineBreak;
200 RenderStatsLine(screen, lineHead, Res().gutLabel, stats.Gut());
201 lineHead += lineBreak;
202 RenderStatsLine(screen, lineHead, Res().mgrLabel, stats.MagicResistance());
204 lineHead = offset + Vector<int>(18 * font.CharWidth(), 0);
205 font.DrawStringRight(Res().levelLabel, screen, lineHead);
206 lineHead += lineBreak;
207 font.DrawNumberRight(capsule.Level(), screen, lineHead);
208 lineHead += 2 * lineBreak;
209 font.DrawStringRight(Res().experienceLabel, screen, lineHead);
210 lineHead += lineBreak;
211 font.DrawNumberRight(capsule.Experience(), screen, lineHead);
212 lineHead += 2 * lineBreak;
213 font.DrawStringRight(Res().nextLevelLabel, screen, lineHead);
214 lineHead += lineBreak;
215 font.DrawNumberRight(capsule.NextLevel(), screen, lineHead);
218 void CapsuleMenu::RenderStatsLine(SDL_Surface *screen, const geometry::Vector<int> &offset, const char *name, int value) const {
219 const Font &font(*Res().statusFont);
220 const Vector<int> numberOffset(4 * font.CharWidth(), 0);
222 font.DrawString(name, screen, offset, 4);
223 font.DrawNumber(value, screen, offset + numberOffset, 3);
226 void CapsuleMenu::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) const {
227 const Font &font(*Res().normalFont);
228 const Frame &frame(*Res().statusFrame);
229 const Vector<int> menuOffset(3 * font.CharWidth(), font.CharHeight());
231 frame.Draw(screen, offset, 30 * font.CharWidth(), 3 * font.CharHeight());
232 menu.Draw(screen, offset + menuOffset);
236 common::GameConfig &CapsuleMenu::Game() {
237 return parent->Game();
240 const common::GameConfig &CapsuleMenu::Game() const {
241 return parent->Game();
244 Resources &CapsuleMenu::Res() {
245 return parent->Res();
248 const Resources &CapsuleMenu::Res() const {
249 return parent->Res();
253 int CapsuleMenu::Width() const {
254 return parent->Width();
257 int CapsuleMenu::Height() const {
258 return parent->Height();
261 const Capsule &CapsuleMenu::GetCapsule() const {
262 return *Game().state->capsule;