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openrw/rwgame/states/PauseState.cpp

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