From: Daniel Karbach Date: Mon, 6 Aug 2012 12:27:16 +0000 (+0200) Subject: split BattleState's render function X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=2955f56fb11fab871a34db5700befe55737d81d7;p=l2e.git split BattleState's render function --- diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 511d29e..c31786e 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,12 +8,14 @@ #include "BattleState.h" #include "PartyLayout.h" +#include "../geometry/operators.h" #include "../graphics/Sprite.h" #include using app::Application; using geometry::Point; +using geometry::Vector; using std::vector; @@ -58,23 +60,35 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { + Vector offset( + (screen->w - background->w) / 2, + (screen->h - background->h) / 2); + + RenderBackground(screen, offset); + RenderMonsters(screen, offset); + RenderHeroes(screen, offset); +} + +void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { // black for now SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_Rect destRect; - destRect.x = (screen->w - background->w) / 2; - destRect.y = (screen->h - background->h) / 2; + destRect.x = offset.X(); + destRect.y = offset.Y(); destRect.w = background->w; destRect.h = background->h; - - // TODO: center background if screen bigger SDL_BlitSurface(background, 0, screen, &destRect); +} +void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { - monsters[i].Sprite()->DrawCenterBottom(screen, Point(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y)); + monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset); } +} +void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - heroes[i].Sprite()->DrawCenterBottom(screen, Point(heroesPositions[i].X() + destRect.x, heroesPositions[i].Y() + destRect.y)); + heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); } } diff --git a/src/battle/BattleState.h b/src/battle/BattleState.h index 205397a..67e0b78 100644 --- a/src/battle/BattleState.h +++ b/src/battle/BattleState.h @@ -12,6 +12,7 @@ #include "Monster.h" #include "../app/State.h" #include "../geometry/Point.h" +#include "../geometry/Vector.h" #include #include @@ -43,6 +44,11 @@ public: virtual void UpdateWorld(float deltaT); virtual void Render(SDL_Surface *); +private: + void RenderBackground(SDL_Surface *screen, const geometry::Vector &offset); + void RenderMonsters(SDL_Surface *screen, const geometry::Vector &offset); + void RenderHeroes(SDL_Surface *screen, const geometry::Vector &offset); + private: SDL_Surface *background; const PartyLayout *monstersLayout;