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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
68 lines
1.4 KiB
C++
68 lines
1.4 KiB
C++
#include "PauseState.hpp"
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#include "RWGame.hpp"
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#include <ai/PlayerController.hpp>
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#include <objects/CharacterObject.hpp>
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PauseState::PauseState(RWGame* game)
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: State(game)
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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::kResumeGameId), [] { StateManager::get().exit(); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kOptionsId), [] { std::cout << "Options" << std::endl; }));
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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 PauseState::enter()
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{
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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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{
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getWorld()->setPaused(false);
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}
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void PauseState::tick(float dt)
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{
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RW_UNUSED(dt);
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}
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void PauseState::draw(GameRenderer* r)
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{
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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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{
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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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StateManager::get().exit();
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break;
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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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