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openrw/rwgame/states/LoadingState.cpp

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#include "LoadingState.hpp"
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#include <render/OpenGLRenderer.hpp>
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#include "RWGame.hpp"
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LoadingState::LoadingState(RWGame* game) : State(game), next(nullptr) {
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}
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void LoadingState::enter() {
game->newGame();
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}
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void LoadingState::exit() {
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}
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void LoadingState::tick(float dt) {
RW_UNUSED(dt);
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// If background work is completed, switch to the next state
if (getWorld()->_work->isEmpty()) {
StateManager::get().exec(next);
}
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}
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bool LoadingState::shouldWorldUpdate() {
return false;
}
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void LoadingState::setNextState(State* nextState) {
next = nextState;
}
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void LoadingState::handleEvent(const SDL_Event& e) {
State::handleEvent(e);
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}
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void LoadingState::draw(GameRenderer* r) {
static auto kLoadingString = GameStringUtil::fromString("Loading...");
// Display some manner of loading screen.
TextRenderer::TextInfo ti;
ti.text = kLoadingString;
auto size = r->getRenderer()->getViewport();
ti.size = 25.f;
ti.screenPosition = glm::vec2(50.f, size.y - ti.size - 50.f);
ti.font = 2;
ti.baseColour = glm::u8vec3(255);
r->text.renderText(ti);
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}