]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/RunState.cpp
cached some of the battle coordinates
[l2e.git] / src / battle / states / RunState.cpp
index 7e7dfc49b5ceb04262287a8c04886d39cd9027ed..7fbb78347c5ad5c2cf76912a9414685b6cabc7b0 100644 (file)
@@ -16,7 +16,7 @@ using math::Vector;
 namespace battle {
 
 void RunState::OnEnterState(SDL_Surface *screen) {
-
+       OnResize(screen->w, screen->h);
 }
 
 void RunState::OnExitState(SDL_Surface *screen) {
@@ -33,7 +33,14 @@ void RunState::OnPauseState(SDL_Surface *screen) {
 
 
 void RunState::OnResize(int width, int height) {
+       framePosition = battle->ScreenOffset();
+       frameSize = Vector<int> (
+                       battle->Width(),
+                       battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
 
+       textPosition = Vector<int>(
+                       (battle->Width() - std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth()) / 2,
+                       battle->Res().titleFrame->BorderHeight());
 }
 
 
@@ -50,22 +57,17 @@ void RunState::UpdateWorld(Uint32 deltaT) {
 }
 
 void RunState::Render(SDL_Surface *screen) {
-       Vector<int> offset(battle->CalculateScreenOffset(screen));
-       battle->RenderBackground(screen, offset);
-       battle->RenderMonsters(screen, offset);
-       battle->RenderHeroes(screen, offset);
-       battle->RenderSmallHeroTags(screen, offset);
-       RenderTitleBar(screen, offset);
+       battle->RenderBackground(screen);
+       battle->RenderMonsters(screen);
+       battle->RenderHeroes(screen);
+       battle->RenderSmallHeroTags(screen);
+       RenderTitleBar(screen);
 }
 
-void RunState::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
-       int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
-       battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
-
-       Vector<int> textPosition(
-                       (battle->Width() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2,
-                       battle->Res().titleFrame->BorderHeight());
-       battle->Res().titleFont->DrawString(battle->Res().escapeText, screen, textPosition + offset);
+void RunState::RenderTitleBar(SDL_Surface *screen) {
+const Resources &res = battle->Res();
+       res.titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
+       res.titleFont->DrawString(res.escapeText, screen, textPosition);
 }
 
 }