void CheckAnimations();
bool HasAnimationsRunning() const;
void ResetAnimation();
- void AdvanceCursor();
- bool Finished() const { return cursor >= int(order.size()); }
private:
void RenderTitleBar(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
const char *titleBarText;
app::Timer<Uint32> titleBarTimer;
app::Timer<Uint32> targetAnimationTimer;
- std::vector<BattleState::Order> order;
std::vector<NumberAnimation> numberAnimation;
std::vector<geometry::Point<int> > numberPosition;
int cursor;