4 * Created on: Nov 30, 2012
8 #include "ScenarioMenu.h"
10 #include "PartyMenu.h"
11 #include "Resources.h"
12 #include "../app/Input.h"
13 #include "../common/GameConfig.h"
14 #include "../common/GameState.h"
15 #include "../common/Inventory.h"
16 #include "../common/Item.h"
17 #include "../graphics/Font.h"
18 #include "../graphics/Frame.h"
21 using common::Inventory;
23 using geometry::Vector;
25 using graphics::Frame;
29 ScenarioMenu::ScenarioMenu(PartyMenu *parent)
31 , itemMenu(*parent->Res().scenarioMenuProperties) {
36 void ScenarioMenu::OnEnterState(SDL_Surface *) {
40 void ScenarioMenu::LoadItems() {
41 const Inventory &inv(parent->Game().state->inventory);
43 itemMenu.Reserve(inv.MaxScenarioItems());
45 for (; i < inv.NumScenarioItems(); ++i) {
46 const Item *item(inv.ScenarioItemAt(i));
47 itemMenu.Add(item->Name(), item, item->CanUseOnStatusScreen(), item->MenuIcon(), inv.ItemCountAt(i));
49 for (; i < inv.MaxScenarioItems(); ++i) {
50 itemMenu.AddEmptyEntry();
54 void ScenarioMenu::OnExitState(SDL_Surface *) {
58 void ScenarioMenu::OnResumeState(SDL_Surface *) {
62 void ScenarioMenu::OnPauseState(SDL_Surface *) {
67 void ScenarioMenu::OnResize(int width, int height) {
72 void ScenarioMenu::HandleEvents(const Input &input) {
73 if (input.JustPressed(Input::PAD_DOWN)) {
76 if (input.JustPressed(Input::PAD_UP)) {
77 itemMenu.PreviousRow();
79 if (input.JustPressed(Input::ACTION_B)) {
84 void ScenarioMenu::UpdateWorld(float deltaT) {
89 void ScenarioMenu::Render(SDL_Surface *screen) {
90 const Font &font(*parent->Res().normalFont);
91 Vector<int> offset((screen->w - Width()) / 2, (screen->h - Height()) / 2);
92 Vector<int> headlineOffset(font.CharWidth(), 13 * font.CharHeight() + font.CharHeight() / 8);
93 Vector<int> itemsOffset(font.CharWidth(), 16 * font.CharHeight() + font.CharHeight() / 8);
95 parent->RenderBackground(screen);
96 parent->RenderHeros(screen, offset);
97 RenderHeadline(screen, offset + headlineOffset);
98 RenderItems(screen, offset + itemsOffset);
101 int ScenarioMenu::Width() const {
102 return parent->Width();
105 int ScenarioMenu::Height() const {
106 return parent->Height();
109 void ScenarioMenu::RenderHeadline(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
110 const Font &font(*parent->Res().normalFont);
111 const Frame &frame(*parent->Res().statusFrame);
112 const Vector<int> textOffset(2 * font.CharWidth(), font.CharHeight());
114 int width = font.StringWidth(parent->Res().scenarioMenuHeadline) + 4 * font.CharWidth();
115 frame.Draw(screen, offset, width, 3 * font.CharHeight());
116 font.DrawString(parent->Res().scenarioMenuHeadline, screen, offset + textOffset);
119 void ScenarioMenu::RenderItems(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
120 const Font &font(*parent->Res().normalFont);
121 const Frame &frame(*parent->Res().statusFrame);
122 const Vector<int> menuOffset(3 * font.CharWidth(), font.CharHeight() + font.CharHeight() / 4);
124 frame.Draw(screen, offset, 30 * font.CharWidth(), 11 * font.CharHeight());
125 itemMenu.Draw(screen, offset + menuOffset);