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openrw/rwgame/states/MenuState.cpp
Daniel Evans 398e184cd6 Use GameString in RWGame, using localised strings.
This adds:
- Localised GameStrings in the menus, replacing hard-coded strings
- Changes the default menu font to match the game
2016-08-23 00:05:25 +01:00

84 lines
2.1 KiB
C++

#include "MenuState.hpp"
#include "game.hpp"
#include "IngameState.hpp"
#include "RWGame.hpp"
#include <engine/SaveGame.hpp>
#include <rw/defines.hpp>
MenuState::MenuState(RWGame* game)
: State(game)
{
enterMainMenu();
}
void MenuState::enterMainMenu()
{
auto data = game->getGameData();
auto& t = data->texts;
Menu *m = new Menu;
m->offset = glm::vec2(200.f, 200.f);
m->addEntry(Menu::lambda(t.text(MenuDefaults::kStartGameId), [=] { StateManager::get().enter(new IngameState(game)); }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kLoadGameId), [=] { enterLoadMenu(); }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kDebugId), [=] { StateManager::get().enter(new IngameState(game, true, "test")); }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kOptionsId), [] { RW_UNIMPLEMENTED("Options Menu"); }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kQuitGameId), [] { StateManager::get().clear(); }));
this->enterMenu(m);
}
void MenuState::enterLoadMenu()
{
Menu *m = new Menu;
m->offset = glm::vec2(20.f, 30.f);
m->addEntry(Menu::lambda("BACK", [=] { enterMainMenu(); }));
auto saves = SaveGame::getAllSaveGameInfo();
for(SaveGameInfo& save : saves) {
if (save.valid) {
std::stringstream ss;
ss << save.basicState.saveTime.year << " " << save.basicState.saveTime.month << " " << save.basicState.saveTime.day
<< " " << save.basicState.saveTime.hour << ":" << save.basicState.saveTime.minute << " ";
auto name = GameStringUtil::fromString(ss.str());
name += save.basicState.saveName;
m->addEntry(Menu::lambda(name, [=] {
StateManager::get().enter(new IngameState(game, false));
game->loadGame(save.savePath);
}, 20.f));
}
else {
m->addEntry(Menu::lambda("CORRUPT", [=] { }));
}
}
this->enterMenu(m);
}
void MenuState::enter()
{
getWindow().showCursor();
}
void MenuState::exit()
{
}
void MenuState::tick(float dt)
{
RW_UNUSED(dt);
}
void MenuState::handleEvent(const SDL_Event& e)
{
switch(e.type) {
case SDL_KEYUP:
switch(e.key.keysym.sym) {
case SDLK_ESCAPE:
StateManager::get().exit();
default: break;
}
break;
default: break;
}
State::handleEvent(e);
}