-void SwapHeroes::RenderCursors(SDL_Surface *screen, const math::Vector<int> &offset) {
- // offset the cursor by 1/8th to the left and bottom
- Vector<int> cursorOffset(battle->Res().swapCursor->Width() / -8, battle->Res().swapCursor->Height() / 8);
- Vector<int> indicatorOffset(0, 0);
- vector<Vector<int> > positions;
- for (int i(0), end(battle->NumHeroes()); i < end; ++i) {
- Vector<int> positionCorrection(battle->Res().swapCursor->Width() / 2, battle->HeroTagAt(i).HeroSprite()->Height() - battle->Res().swapCursor->Height() / 2);
- // indicator offsets are inverted for heroes
- positionCorrection -= cursorOffset;
- positions.push_back(battle->HeroTagPositionAt(i) + battle->HeroTagAt(i).HeroOffset() + positionCorrection);
- }