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openrw/rwgame/menustate.cpp

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#include "menustate.hpp"
#include "game.hpp"
#include "ingamestate.hpp"
#include "RWGame.hpp"
#include <engine/SaveGame.hpp>
MenuState::MenuState(RWGame* game)
: State(game)
{
enterMainMenu();
}
void MenuState::enterMainMenu()
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{
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Menu *m = new Menu(2);
m->offset = glm::vec2(200.f, 200.f);
m->addEntry(Menu::lambda("Resume", [=] {
StateManager::get().enter(new IngameState(game, false));
game->loadGame("quicksave");
}));
m->addEntry(Menu::lambda("Start", [=] { StateManager::get().enter(new IngameState(game)); }));
m->addEntry(Menu::lambda("Load Game", [=] { enterLoadMenu(); }));
m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true, true)); }));
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m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda("Exit", [=] { getWindow().close(); }));
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this->enterMenu(m);
}
void MenuState::enterLoadMenu()
{
Menu *m = new Menu(2);
m->offset = glm::vec2(200.f, 200.f);
m->addEntry(Menu::lambda("Back", [=] { enterMainMenu(); }));
auto saves = SaveGame::getAllSaveGameInfo();
for(SaveGameInfo& save : saves) {
m->addEntry(Menu::lambda(save.saveName, [=] {
StateManager::get().enter(new IngameState(game, false));
game->loadGame(save.savePath);
}));
}
this->enterMenu(m);
}
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void MenuState::enter()
{
}
void MenuState::exit()
{
}
void MenuState::tick(float dt)
{
}
void MenuState::handleEvent(const sf::Event &e)
{
switch(e.type) {
case sf::Event::KeyPressed:
switch(e.key.code) {
case sf::Keyboard::Escape:
StateManager::get().exit();
default: break;
}
break;
default: break;
}
State::handleEvent(e);
}