menuResources.experienceLabel = "NOW EXP";
menuResources.nextLevelLabel = "NEXT LEVEL";
+ graphics::MenuProperties statusMenuProperties;
+ statusMenuProperties.cols = 2;
+ statusMenuProperties.rows = 1;
+ statusMenuProperties.charsPerEntry = 6;
+ statusMenuProperties.rowGap = 0;
+ statusMenuProperties.colGap = 16;
+ statusMenuProperties.cursor = &menuCursor;
+ statusMenuProperties.font = &menuFont;
+ statusMenuProperties.wrapX = true;
+ menuResources.statusMenuProperties = &statusMenuProperties;
+
+ menuResources.nextLabel = "NEXT";
+ menuResources.returnLabel = "RETURN";
+
InitScreen screen(width, height);
app::State *state(0);
#include "../common/Item.h"
#include "../common/Stats.h"
#include "../graphics/Font.h"
+#include "../graphics/Frame.h"
using app::Input;
using common::Hero;
using common::Stats;
using geometry::Vector;
using graphics::Font;
+using graphics::Frame;
namespace menu {
StatusMenu::StatusMenu(PartyMenu *parent, int cursor)
: parent(parent)
-, cursor(cursor) {
-
+, cursor(cursor)
+, menu(*parent->Res().statusMenuProperties) {
+ menu.Add(parent->Res().nextLabel, 0);
+ menu.Add(parent->Res().returnLabel, 1);
}
void StatusMenu::HandleEvents(const Input &input) {
- if (input.JustPressed(Input::ACTION_B)) {
- Ctrl().PopState();
- }
-
if (input.JustPressed(Input::SHOULDER_RIGHT)) {
NextHero();
}
if (input.JustPressed(Input::SHOULDER_LEFT)) {
PreviousHero();
}
+
+ if (input.JustPressed(Input::PAD_LEFT)) {
+ menu.PreviousItem();
+ }
+ if (input.JustPressed(Input::PAD_RIGHT)) {
+ menu.NextItem();
+ }
+
+ if (input.JustPressed(Input::ACTION_A)) {
+ if (menu.Selected() == 0) {
+ NextHero();
+ } else if (menu.Selected() == 1) {
+ Ctrl().PopState();
+ }
+ }
+ if (input.JustPressed(Input::ACTION_B)) {
+ Ctrl().PopState();
+ }
}
void StatusMenu::UpdateWorld(float deltaT) {
17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
Vector<int> nextLevelOffset(
11 * parent->Res().statusFont->CharWidth(),
- 19 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ 20 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
Vector<int> ikariOffset(
17 * parent->Res().statusFont->CharWidth(),
17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> menuOffset(
+ parent->Res().statusFont->CharWidth(),
+ 23 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
parent->RenderBackground(screen);
parent->Res().shoulderNav->Draw(screen, offset + shoulderNavOffset);
RenderExperience(screen, experienceOffset);
RenderNextLevel(screen, nextLevelOffset);
RenderIkari(screen, ikariOffset);
+ RenderMenu(screen, menuOffset);
}
int StatusMenu::Width() const {
font.DrawChar('%', screen, percentOffset);
}
+void StatusMenu::RenderMenu(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().normalFont);
+ const Frame &frame(*parent->Res().statusFrame);
+
+ Vector<int> labelOffset(2 * font.CharWidth(), font.CharHeight());
+ frame.Draw(screen, offset, 10 * font.CharWidth(), 3 * font.CharHeight());
+ font.DrawString(parent->Res().mainMenuStatusText, screen, offset + labelOffset);
+
+ Vector<int> menuFrameOffset(10 * font.CharWidth(), 0);
+ Vector<int> menuOffset(13 * font.CharWidth(), font.CharHeight());
+ frame.Draw(screen, offset + menuFrameOffset, 20 * font.CharWidth(), 3 * font.CharHeight());
+ menu.Draw(screen, offset + menuOffset);
+}
+
void StatusMenu::NextHero() {
cursor = (cursor + 1) % parent->Game().state->partySize;