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67aa5150ca
The game indexes into the font map directly, it doesn't use any font encoding scheme like UTF-16. This corrects the behaviour and removes dependancy on iconv.
64 lines
1.2 KiB
C++
64 lines
1.2 KiB
C++
#include "LoadingState.hpp"
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#include "RWGame.hpp"
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#include <render/OpenGLRenderer.hpp>
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LoadingState::LoadingState(RWGame* game)
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: State(game), next(nullptr)
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{
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}
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void LoadingState::enter()
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{
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// Load Item definitions
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for( auto& def : game->getGameData()->ideLocations )
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{
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game->getGameData()->loadObjects(def.second);
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}
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game->newGame();
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}
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void LoadingState::exit()
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{
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}
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void LoadingState::tick(float dt)
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{
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RW_UNUSED(dt);
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// If background work is completed, switch to the next state
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if( getWorld()->_work->isEmpty() ) {
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StateManager::get().exec(next);
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}
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}
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bool LoadingState::shouldWorldUpdate()
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{
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return false;
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}
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void LoadingState::setNextState(State* nextState)
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{
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next = nextState;
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}
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void LoadingState::handleEvent(const SDL_Event& e)
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{
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State::handleEvent(e);
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}
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void LoadingState::draw(GameRenderer* r)
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{
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static auto kLoadingString = GameStringUtil::fromString("Loading...");
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// Display some manner of loading screen.
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TextRenderer::TextInfo ti;
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ti.text = kLoadingString;
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auto size = r->getRenderer()->getViewport();
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ti.size = 25.f;
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ti.screenPosition = glm::vec2( 50.f, size.y - ti.size - 50.f );
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ti.font = 2;
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ti.baseColour = glm::u8vec3(255);
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r->text.renderText(ti);
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}
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