]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
better positioning of hero tags
[l2e.git] / src / battle / BattleState.cpp
index 4e12f7929a5be2ada8fa319e6ce275827375fae0..6cb3b328c156fb75d32318ed11011ee11c4e044d 100644 (file)
@@ -48,13 +48,25 @@ void BattleState::Resize(int w, int h) {
 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
        heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+       attackChoices.resize(heroes.size());
        for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
-               heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
+               heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, HeroTag::Alignment((i + 1) % 2)));
        }
+}
+
+void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+       // reset attack choices
+       activeHero = -1;
+       attackChoices.clear();
+       attackChoices.resize(heroes.size());
        ctrl.PushState(new SelectMoveAction(this));
 }
 
-void BattleState::ExitState() {
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
@@ -74,7 +86,6 @@ void BattleState::Render(SDL_Surface *screen) {
        RenderMonsters(screen, offset);
 //     RenderHeroes(screen, offset);
        RenderHeroTags(screen, offset);
-       RenderAttackTypeMenu(screen, offset);
 }
 
 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
@@ -101,26 +112,20 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
 }
 
 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
-       int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
-       int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
-       int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
+       int margin(attackTypeMenu.Height() * 3 / 48);
+       int tagHeight(attackTypeMenu.Height() - 2 * margin);
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2 - 2 * margin);
+       int xOffset((BackgroundWidth() - 2 * tagWidth - 2 * margin) / 2);
 
        Point<int> tagPosition[4];
-       tagPosition[0] = Point<int>(0, uiOffset);
-       tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
-       tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
-       tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
+       tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight - 3 * margin);
+       tagPosition[1] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - 3 * margin);
+       tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight - margin);
+       tagPosition[3] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - tagHeight - margin);
 
        for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
-               heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero);
+               heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
        }
 }
 
-void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
-       Point<int> position(
-                       (BackgroundWidth() - attackTypeMenu.Width()) / 2,
-                       (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2));
-       attackTypeMenu.Render(screen, position + offset);
-}
-
 }