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openrw/rwgame/pausestate.cpp
2015-01-25 18:25:55 +00:00

65 lines
1.3 KiB
C++

#include "pausestate.hpp"
#include "RWGame.hpp"
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
PauseState::PauseState(RWGame* game)
: State(game)
{
Menu *m = new Menu(game->getFont());
m->offset = glm::vec2(50.f, 100.f);
m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda("Exit", [&] { getWindow().close(); }));
this->enterMenu(m);
}
void PauseState::enter()
{
}
void PauseState::exit()
{
}
void PauseState::tick(float dt)
{
}
void PauseState::draw(sf::RenderWindow& w)
{
MapRenderer::MapInfo map;
map.scale = 0.25f;
map.viewport = glm::vec2(w.getSize().x, w.getSize().y);
map.mapSize = map.viewport;
map.mapPos = map.viewport / 2.f;
if( getWorld()->state.player )
{
map.center = glm::vec2(getWorld()->state.player->getCharacter()->getPosition());
}
getWorld()->renderer.map.draw(map);
State::draw(w);
}
void PauseState::handleEvent(const sf::Event &e)
{
switch(e.type) {
case sf::Event::KeyPressed:
switch(e.key.code) {
case sf::Keyboard::Escape:
StateManager::get().exit();
break;
default: break;
}
break;
default: break;
}
State::handleEvent(e);
}