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openrw/rwgame/states/LoadingState.cpp
Daniel Evans 6a7802de87 Overhaul State and StateManager to remove pointers
Removed raw State pointers in favour of unique_ptrs
Avoid allowing control flow to re-enter States that have exited
Defer releasing states until the end of the frame
2016-10-24 21:29:40 +01:00

46 lines
1.1 KiB
C++

#include "LoadingState.hpp"
#include "RWGame.hpp"
LoadingState::LoadingState(RWGame* game, std::function<void(void)> callback)
: State(game), complete(callback) {
}
void LoadingState::enter() {
game->newGame();
}
void LoadingState::exit() {
}
void LoadingState::tick(float dt) {
RW_UNUSED(dt);
// If background work is completed, do callback
if (getWorld()->_work->isEmpty()) {
// If we ever get back to this state it should be completed
done();
complete();
}
}
bool LoadingState::shouldWorldUpdate() {
return false;
}
void LoadingState::handleEvent(const SDL_Event& e) {
State::handleEvent(e);
}
void LoadingState::draw(GameRenderer* r) {
static auto kLoadingString = GameStringUtil::fromString("Loading...");
// Display some manner of loading screen.
TextRenderer::TextInfo ti;
ti.text = kLoadingString;
auto size = r->getRenderer()->getViewport();
ti.size = 25.f;
ti.screenPosition = glm::vec2(50.f, size.y - ti.size - 50.f);
ti.font = 2;
ti.baseColour = glm::u8vec3(255);
r->text.renderText(ti);
}