#include "LoadingState.hpp" #include "RWGame.hpp" #include LoadingState::LoadingState(RWGame* game) : State(game), next(nullptr) { } void LoadingState::enter() { // Load Item definitions for( auto& def : game->getGameData()->ideLocations ) { game->getGameData()->loadObjects(def.second); } game->newGame(); getWindow().hideCursor(); } void LoadingState::exit() { } void LoadingState::tick(float dt) { RW_UNUSED(dt); // If background work is completed, switch to the next state if( getWorld()->_work->isEmpty() ) { StateManager::get().exec(next); } } bool LoadingState::shouldWorldUpdate() { return false; } void LoadingState::setNextState(State* nextState) { next = nextState; } void LoadingState::handleEvent(const SDL_Event& e) { State::handleEvent(e); } void LoadingState::draw(GameRenderer* r) { // Display some manner of loading screen. TextRenderer::TextInfo ti; ti.text = "Loading..."; 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); }