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66 lines
1.5 KiB
C++
66 lines
1.5 KiB
C++
#include "PauseState.hpp"
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#include "RWGame.hpp"
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#include "MenuSystem.hpp"
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#include "StateManager.hpp"
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#include <iostream>
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PauseState::PauseState(RWGame* game) : State(game) {
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auto& t = game->getGameData().texts;
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Menu menu{{{t.text(MenuDefaults::kResumeGameId), [&] { done(); }},
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{t.text(MenuDefaults::kOptionsId),
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[] { std::cout << "Options" << '\n'; }},
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{t.text(MenuDefaults::kQuitGameId),
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[=] { game->getStateManager().clear(); }}},
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glm::vec2(200.f, 200.f)};
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setNextMenu(menu);
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}
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void PauseState::enter() {
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getWorld()->setPaused(true);
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getWindow().showCursor();
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}
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void PauseState::exit() {
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getWorld()->setPaused(false);
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}
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void PauseState::tick(float dt) {
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RW_UNUSED(dt);
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}
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void PauseState::draw(GameRenderer& r) {
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MapRenderer::MapInfo map;
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auto& vp = r.getRenderer().getViewport();
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map.worldSize = 4000.f;
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map.clipToSize = false;
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map.screenPosition = glm::vec2(vp.x / 2, vp.y / 2);
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map.screenSize = std::max(vp.x, vp.y);
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game->getRenderer().map.draw(getWorld(), map);
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State::draw(r);
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}
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void PauseState::handleEvent(const SDL_Event& e) {
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switch (e.type) {
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case SDL_KEYDOWN:
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switch (e.key.keysym.sym) {
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case SDLK_ESCAPE:
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done();
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break;
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default:
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break;
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}
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break;
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default:
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break;
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}
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State::handleEvent(e);
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}
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