]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/PerformAttacks.h
renamed state callbacks
[l2e.git] / src / battle / states / PerformAttacks.h
index e0d3df821a0a66f944884048eef1f6c2fbd0d43c..44ea74bf9eb97e9aad025995c318dfb0666e0d1c 100644 (file)
 #include "../../app/State.h"
 
 #include "../BattleState.h"
+#include "../NumberAnimation.h"
 #include "../../geometry/Vector.h"
+#include "../../graphics/Animation.h"
 
 #include <vector>
 
-namespace graphics { class Animation; }
-
 namespace battle {
 
 class PerformAttacks
@@ -24,13 +24,13 @@ class PerformAttacks
 
 public:
        explicit PerformAttacks(BattleState *battle)
-       : ctrl(0), battle(battle), moveAnimation(0), titleBarText(0), cursor(-1) { }
+       : ctrl(0), battle(battle), moveAnimation(0), targetAnimation(0), titleBarText(0), cursor(-1) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
@@ -39,15 +39,27 @@ public:
        virtual void Render(SDL_Surface *);
 
 private:
-       void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset);
+       void CheckAnimations();
+       bool HasAnimationsRunning() const;
+       void ResetAnimation();
+
+private:
+       void AddNumberAnimations(const TargetSelection &);
+
+       void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+       void RenderNumbers(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+       void RenderTargetAnimation(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
 
 private:
        app::Application *ctrl;
        BattleState *battle;
-       graphics::Animation *moveAnimation;
+       graphics::AnimationRunner moveAnimation;
+       graphics::AnimationRunner targetAnimation;
        const char *titleBarText;
        app::Timer<Uint32> titleBarTimer;
-       std::vector<BattleState::Order> order;
+       app::Timer<Uint32> targetAnimationTimer;
+       std::vector<NumberAnimation> numberAnimation;
+       std::vector<geometry::Vector<int> > numberPosition;
        int cursor;
 
 };