#ifndef BATTLE_PERFORMATTACKS_H_
#define BATTLE_PERFORMATTACKS_H_
+namespace battle {
+ class Battle;
+ class BattleState;
+ class TargetSelection;
+}
+
#include "../../app/State.h"
#include "../NumberAnimation.h"
#include <vector>
-namespace battle {
-class BattleState;
-class TargetSelection;
+namespace battle {
class PerformAttacks
: public app::State {
public:
- explicit PerformAttacks(BattleState *battle)
- : battle(battle), moveAnimation(0), targetAnimation(0), titleBarText(0), cursor(-1) { }
+ PerformAttacks(Battle *battle, BattleState *parent);
public:
virtual void HandleEvents(const app::Input &);
private:
void AddNumberAnimations(const TargetSelection &);
- void RenderTitleBar(SDL_Surface *screen, const math::Vector<int> &offset) const;
- void RenderNumbers(SDL_Surface *screen, const math::Vector<int> &offset) const;
- void RenderTargetAnimation(SDL_Surface *screen, const math::Vector<int> &offset) const;
+ void RenderTitleBar(SDL_Surface *screen) const;
+ void RenderNumbers(SDL_Surface *screen) const;
+ void RenderTargetAnimation(SDL_Surface *screen) const;
private:
- BattleState *battle;
+ Battle *battle;
+ BattleState *parent;
graphics::AnimationRunner moveAnimation;
graphics::AnimationRunner targetAnimation;
const char *titleBarText;
app::Timer<Uint32> targetAnimationTimer;
std::vector<NumberAnimation> numberAnimation;
std::vector<math::Vector<int> > numberPosition;
+ math::Vector<int> framePosition;
+ math::Vector<int> frameSize;
+ math::Vector<int> textPosition;
int cursor;
};