| 31 | } |
| 32 | |
| 33 | void Window_ActorTarget::Refresh() { |
| 34 | contents->Clear(); |
| 35 | |
| 36 | item_max = Main_Data::game_party->GetActors().size(); |
| 37 | |
| 38 | int y = 0; |
| 39 | for (int i = 0; i < item_max; ++i) { |
| 40 | const Game_Actor& actor = *(Main_Data::game_party->GetActors()[i]); |
| 41 | |
| 42 | DrawActorFace(actor, 0, i * 48 + y); |
| 43 | DrawActorName(actor, 48 + 8, i * 48 + 2 + y); |
| 44 | DrawActorLevel(actor, 48 + 8, i * 48 + 2 + 16 + y); |
| 45 | DrawActorState(actor, 48 + 8, i * 48 + 2 + 16 + 16 + y); |
| 46 | int digits = (actor.MaxHpValue() >= 1000 || actor.MaxSpValue() >= 1000) ? 4 : 3; |
| 47 | int x_offset = 48 + 8 + 46 + (digits == 3 ? 12 : 0); |
| 48 | DrawActorHp(actor, x_offset, i * 48 + 2 + 16 + y, digits); |
| 49 | DrawActorSp(actor, x_offset, i * 48 + 2 + 16 + 16 + y, digits); |
| 50 | |
| 51 | y += 10; |
| 52 | } |
| 53 | } |
| 54 | |
| 55 | void Window_ActorTarget::UpdateCursorRect() { |
| 56 | if (index < -10) { // Entire Party |
nothing calls this directly
no test coverage detected