namespace battle {
-void SelectSpell::OnEnterState(SDL_Surface *screen) {
+SelectSpell::SelectSpell(Battle *battle, SelectAttackType *parent)
+: battle(battle)
+, parent(parent) {
+
+}
+
+void SelectSpell::OnEnterState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
}
void SelectSpell::OnExitState(SDL_Surface *screen) {
void SelectSpell::OnResize(int width, int height) {
+ const Vector<int> offset = parent->ScreenOffset();
+
+ const Resources &res = parent->Res();
+ const Frame &frame = *res.selectFrame;
+
+ framePosition = offset + frame.BorderSize();
+ frameSize = Vector<int>(
+ parent->Width() - 2 * frame.BorderWidth(),
+ res.normalFont->CharHeight() * 13);
+
+ headlinePosition = offset + Vector<int>(
+ 2 * frame.BorderWidth() + res.normalFont->CharWidth(),
+ 2 * frame.BorderHeight());
+ menuPosition = offset + Vector<int>(
+ 2 * frame.BorderWidth() + res.normalFont->CharWidth(),
+ 2 * frame.BorderHeight() + 2 * res.normalFont->CharHeight());
}
} else {
ac.Selection().SetMultiple();
}
- Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().magicTargetCursor));
+ Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), parent->Res().magicTargetCursor));
}
}
}
void SelectSpell::Render(SDL_Surface *screen) {
parent->Render(screen);
- Vector<int> offset(battle->CalculateScreenOffset(screen));
- RenderFrame(screen, offset);
- RenderHeadline(screen, offset);
- RenderMenu(screen, offset);
+ RenderFrame(screen);
+ RenderHeadline(screen);
+ RenderMenu(screen);
}
-void SelectSpell::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
- const Frame *frame(battle->Res().selectFrame);
- Vector<int> position(frame->BorderSize());
- int width(battle->Width() - 2 * frame->BorderWidth());
- int height(battle->Res().normalFont->CharHeight() * 13);
- frame->Draw(screen, position + offset, width, height);
+void SelectSpell::RenderFrame(SDL_Surface *screen) {
+ const Frame &frame = *parent->Res().selectFrame;
+ frame.Draw(screen, framePosition, frameSize.X(), frameSize.Y());
}
-void SelectSpell::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
- const Resources &res(battle->Res());
- Vector<int> position(
- 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
- 2 * res.selectFrame->BorderHeight());
- res.normalFont->DrawString(res.spellMenuHeadline, screen, position + offset);
+void SelectSpell::RenderHeadline(SDL_Surface *screen) {
+ const Resources &res = parent->Res();
+ res.normalFont->DrawString(res.spellMenuHeadline, screen, headlinePosition);
}
-void SelectSpell::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
- const Resources &res(battle->Res());
- Vector<int> position(
- 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
- 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
- battle->ActiveHero().SpellMenu().Draw(screen, position + offset);
+void SelectSpell::RenderMenu(SDL_Surface *screen) {
+ battle->ActiveHero().SpellMenu().Draw(screen, menuPosition);
}
}