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https://github.com/rwengine/openrw.git
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398e184cd6
This adds: - Localised GameStrings in the menus, replacing hard-coded strings - Changes the default menu font to match the game
84 lines
2.1 KiB
C++
84 lines
2.1 KiB
C++
#include "MenuState.hpp"
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#include "game.hpp"
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#include "IngameState.hpp"
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#include "RWGame.hpp"
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#include <engine/SaveGame.hpp>
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#include <rw/defines.hpp>
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MenuState::MenuState(RWGame* game)
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: State(game)
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{
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enterMainMenu();
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}
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void MenuState::enterMainMenu()
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{
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auto data = game->getGameData();
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auto& t = data->texts;
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Menu *m = new Menu;
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m->offset = glm::vec2(200.f, 200.f);
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kStartGameId), [=] { StateManager::get().enter(new IngameState(game)); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kLoadGameId), [=] { enterLoadMenu(); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kDebugId), [=] { StateManager::get().enter(new IngameState(game, true, "test")); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kOptionsId), [] { RW_UNIMPLEMENTED("Options Menu"); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kQuitGameId), [] { StateManager::get().clear(); }));
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this->enterMenu(m);
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}
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void MenuState::enterLoadMenu()
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{
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Menu *m = new Menu;
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m->offset = glm::vec2(20.f, 30.f);
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m->addEntry(Menu::lambda("BACK", [=] { enterMainMenu(); }));
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auto saves = SaveGame::getAllSaveGameInfo();
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for(SaveGameInfo& save : saves) {
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if (save.valid) {
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std::stringstream ss;
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ss << save.basicState.saveTime.year << " " << save.basicState.saveTime.month << " " << save.basicState.saveTime.day
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<< " " << save.basicState.saveTime.hour << ":" << save.basicState.saveTime.minute << " ";
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auto name = GameStringUtil::fromString(ss.str());
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name += save.basicState.saveName;
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m->addEntry(Menu::lambda(name, [=] {
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StateManager::get().enter(new IngameState(game, false));
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game->loadGame(save.savePath);
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}, 20.f));
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}
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else {
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m->addEntry(Menu::lambda("CORRUPT", [=] { }));
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}
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}
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this->enterMenu(m);
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}
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void MenuState::enter()
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{
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getWindow().showCursor();
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}
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void MenuState::exit()
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{
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}
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void MenuState::tick(float dt)
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{
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RW_UNUSED(dt);
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}
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void MenuState::handleEvent(const SDL_Event& e)
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{
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switch(e.type) {
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case SDL_KEYUP:
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switch(e.key.keysym.sym) {
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case SDLK_ESCAPE:
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StateManager::get().exit();
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default: break;
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}
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break;
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default: break;
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}
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State::handleEvent(e);
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}
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