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openrw/rwgame/states/MenuState.cpp

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#include "MenuState.hpp"
#include "IngameState.hpp"
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#include "game.hpp"
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#include <engine/SaveGame.hpp>
#include <rw/defines.hpp>
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#include "RWGame.hpp"
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MenuState::MenuState(RWGame* game) : State(game) {
enterMainMenu();
}
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void MenuState::enterMainMenu() {
auto& t = game->getGameData().texts;
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auto menu = Menu::create(
{{t.text(MenuDefaults::kStartGameId),
[=] { StateManager::get().enter<IngameState>(game); }},
{t.text(MenuDefaults::kLoadGameId), [=] { enterLoadMenu(); }},
{t.text(MenuDefaults::kDebugId),
[=] { StateManager::get().enter<IngameState>(game, true, "test"); }},
{t.text(MenuDefaults::kOptionsId),
[] { RW_UNIMPLEMENTED("Options Menu"); }},
{t.text(MenuDefaults::kQuitGameId),
[] { StateManager::get().clear(); }}});
menu->offset = glm::vec2(200.f, 200.f);
enterMenu(menu);
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}
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void MenuState::enterLoadMenu() {
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auto menu = Menu::create({{"BACK", [=] { enterMainMenu(); }}});
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auto saves = SaveGame::getAllSaveGameInfo();
for (SaveGameInfo& save : saves) {
if (save.valid) {
std::stringstream ss;
ss << save.basicState.saveTime.year << " "
<< save.basicState.saveTime.month << " "
<< save.basicState.saveTime.day << " "
<< save.basicState.saveTime.hour << ":"
<< save.basicState.saveTime.minute << " ";
auto name = GameStringUtil::fromString(ss.str());
name += save.basicState.saveName;
auto loadsave = [=] {
StateManager::get().enter<IngameState>(game, false);
game->loadGame(save.savePath);
};
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menu->lambda(name, loadsave);
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} else {
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menu->lambda("CORRUPT", [=] {});
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}
}
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menu->offset = glm::vec2(20.f, 30.f);
enterMenu(menu);
}
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void MenuState::enter() {
getWindow().showCursor();
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}
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void MenuState::exit() {
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}
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void MenuState::tick(float dt) {
RW_UNUSED(dt);
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}
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void MenuState::handleEvent(const SDL_Event& e) {
switch (e.type) {
case SDL_KEYUP:
switch (e.key.keysym.sym) {
case SDLK_ESCAPE:
done();
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default:
break;
}
break;
default:
break;
}
State::handleEvent(e);
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}