| 38 | } |
| 39 | |
| 40 | void Scene_Skill::Start() { |
| 41 | // Create the windows |
| 42 | int window_help_height = 32; |
| 43 | int window_skillstatus_height = 32; |
| 44 | help_window.reset(new Window_Help(Player::menu_offset_x, Player::menu_offset_y, MENU_WIDTH, window_help_height)); |
| 45 | skillstatus_window.reset(new Window_SkillStatus(Player::menu_offset_x, Player::menu_offset_y + window_help_height, MENU_WIDTH, window_skillstatus_height)); |
| 46 | skill_window.reset(new Window_Skill(Player::menu_offset_x, Player::menu_offset_y + window_help_height + window_skillstatus_height, MENU_WIDTH, MENU_HEIGHT - (window_help_height + window_skillstatus_height))); |
| 47 | |
| 48 | const auto& actor = *actors[actor_index]; |
| 49 | |
| 50 | // Assign actors and help to windows |
| 51 | skill_window->SetActor(actor); |
| 52 | skillstatus_window->SetActor(actor); |
| 53 | skill_window->SetIndex(skill_index); |
| 54 | skill_window->SetHelpWindow(help_window.get()); |
| 55 | } |
| 56 | |
| 57 | void Scene_Skill::Continue(SceneType) { |
| 58 | skillstatus_window->Refresh(); |
nothing calls this directly
no test coverage detected