Vector<int> experienceOffset(
11 * parent->Res().statusFont->CharWidth(),
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);
parent->RenderBackground(screen);
parent->Res().shoulderNav->Draw(screen, offset + shoulderNavOffset);
RenderStats(screen, offset + statsOffset);
RenderEquipment(screen, offset + equipOffset);
RenderExperience(screen, experienceOffset);
+ RenderNextLevel(screen, nextLevelOffset);
}
int StatusMenu::Width() const {
font.DrawNumberRight(GetHero().Experience(), screen, numberOffset, 7);
}
+void StatusMenu::RenderNextLevel(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ font.DrawStringRight(parent->Res().nextLevelLabel, screen, offset, 10);
+
+ Vector<int> numberOffset(offset.X(), offset.Y() + font.CharHeight());
+ font.DrawNumberRight(GetHero().NextLevel(), screen, numberOffset, 7);
+}
+
void StatusMenu::NextHero() {
cursor = (cursor + 1) % parent->Game().state->partySize;
void RenderEquipmentLine(const common::Item *, SDL_Surface *screen, const geometry::Vector<int> &position) const;
/// @param offset the top right corner!
void RenderExperience(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
+ /// @param offset the top right corner!
+ void RenderNextLevel(SDL_Surface *screen, const geometry::Vector<int> &offset) const;
private:
PartyMenu *parent;