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openrw/rwgame/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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{
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Menu *m = new Menu(2);
m->offset = glm::vec2( 200.f, 200.f );
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m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
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 PauseState::enter()
{
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getWorld()->setPaused(true);
game->getWindow().setMouseCursorVisible(true);
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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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void PauseState::draw(GameRenderer* r)
{
MapRenderer::MapInfo map;
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 sf::Event &e)
{
switch(e.type) {
case sf::Event::KeyPressed:
switch(e.key.code) {
case sf::Keyboard::Escape:
StateManager::get().exit();
break;
default: break;
}
break;
default: break;
}
State::handleEvent(e);
}