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openrw/rwgame/states/PauseState.cpp

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#include "PauseState.hpp"
#include "RWGame.hpp"
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
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PauseState::PauseState(RWGame* game)
: State(game)
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{
auto data = game->getGameData();
auto& t = data->texts;
Menu *m = new Menu;
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m->offset = glm::vec2( 200.f, 200.f );
m->addEntry(Menu::lambda(t.text(MenuDefaults::kResumeGameId), [] { StateManager::get().exit(); }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kOptionsId), [] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kQuitGameId), [] { StateManager::get().clear(); }));
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this->enterMenu(m);
}
void PauseState::enter()
{
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getWorld()->setPaused(true);
getWindow().showCursor();
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}
void PauseState::exit()
{
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getWorld()->setPaused(false);
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}
void PauseState::tick(float dt)
{
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RW_UNUSED(dt);
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}
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void PauseState::draw(GameRenderer* r)
{
MapRenderer::MapInfo map;
auto& vp = r->getRenderer()->getViewport();
map.worldSize = 4000.f;
map.clipToSize = false;
map.screenPosition = glm::vec2(vp.x/2, vp.y/2);
map.screenSize = std::max(vp.x, vp.y);
game->getRenderer()->map.draw(getWorld(), map);
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State::draw(r);
}
void PauseState::handleEvent(const SDL_Event& e)
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{
switch(e.type) {
case SDL_KEYDOWN:
switch(e.key.keysym.sym) {
case SDLK_ESCAPE:
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StateManager::get().exit();
break;
default: break;
}
break;
default: break;
}
State::handleEvent(e);
}