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ad998e8a80
These objects don't need to be dynamically allocated, they can take on the same lifetime as RWGame itself.
88 lines
2.7 KiB
C++
88 lines
2.7 KiB
C++
#include "MenuState.hpp"
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#include "IngameState.hpp"
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#include "game.hpp"
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#include <engine/SaveGame.hpp>
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#include <rw/defines.hpp>
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#include "RWGame.hpp"
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MenuState::MenuState(RWGame* game) : State(game) {
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enterMainMenu();
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}
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void MenuState::enterMainMenu() {
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auto& t = game->getGameData().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), [=] {
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StateManager::get().enter(new IngameState(game));
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}));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kLoadGameId),
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[=] { enterLoadMenu(); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kDebugId), [=] {
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StateManager::get().enter(new IngameState(game, true, "test"));
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}));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kOptionsId),
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[] { RW_UNIMPLEMENTED("Options Menu"); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kQuitGameId),
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[] { 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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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 << " "
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<< save.basicState.saveTime.month << " "
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<< save.basicState.saveTime.day << " "
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<< save.basicState.saveTime.hour << ":"
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<< 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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[=] {
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StateManager::get().enter(
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new IngameState(game, false));
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game->loadGame(save.savePath);
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},
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20.f));
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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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getWindow().showCursor();
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}
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void MenuState::exit() {
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}
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void MenuState::tick(float dt) {
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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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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:
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break;
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}
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break;
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default:
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break;
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}
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State::handleEvent(e);
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}
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