namespace battle {
void SelectAttackType::OnEnterState(SDL_Surface *screen) {
-
+ OnResize(screen->w, screen->h);
}
void SelectAttackType::OnExitState(SDL_Surface *screen) {
void SelectAttackType::OnResize(int width, int height) {
-
+ Vector<int> offset(battle->ScreenOffset());
+ Vector<int> position(
+ (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
+ battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
+ menuOffset = offset + position;
}
}
void SelectAttackType::Render(SDL_Surface *screen) {
- Vector<int> offset(battle->CalculateScreenOffset(screen));
- battle->RenderBackground(screen, offset);
- battle->RenderMonsters(screen, offset);
- battle->RenderHeroTags(screen, offset);
- RenderMenu(screen, offset);
+ battle->RenderBackground(screen);
+ battle->RenderMonsters(screen);
+ battle->RenderHeroTags(screen);
+ RenderMenu(screen);
}
-void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
- Vector<int> position(
- (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
- battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
- battle->GetAttackTypeMenu().Render(screen, position + offset);
+void SelectAttackType::RenderMenu(SDL_Surface *screen) {
+ battle->GetAttackTypeMenu().Render(screen, menuOffset);
}
}