#include "pausestate.hpp" #include "RWGame.hpp" #include #include PauseState::PauseState(RWGame* game) : State(game) { Menu *m = new Menu(2); m->offset = glm::vec2( 200.f, 200.f ); 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(); })); this->enterMenu(m); } void PauseState::enter() { getWorld()->setPaused(true); } void PauseState::exit() { getWorld()->setPaused(false); } void PauseState::tick(float dt) { } void PauseState::draw(GameRenderer* r) { MapRenderer::MapInfo map; auto& vp = r->getRenderer()->getViewport(); map.scale = 0.2f; map.mapScreenTop = glm::vec2(vp.x, vp.y); map.mapScreenBottom = glm::vec2(0.f, 0.f); game->getRenderer()->map.draw(map); State::draw(r); } 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); }