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ad998e8a80
These objects don't need to be dynamically allocated, they can take on the same lifetime as RWGame itself.
65 lines
1.6 KiB
C++
65 lines
1.6 KiB
C++
#include "PauseState.hpp"
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#include <ai/PlayerController.hpp>
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#include <objects/CharacterObject.hpp>
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#include "RWGame.hpp"
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PauseState::PauseState(RWGame* game) : State(game) {
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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::kResumeGameId),
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[] { StateManager::get().exit(); }));
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m->addEntry(Menu::lambda(t.text(MenuDefaults::kOptionsId),
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[] { std::cout << "Options" << std::endl; }));
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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 PauseState::enter() {
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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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getWorld()->setPaused(false);
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}
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void PauseState::tick(float dt) {
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RW_UNUSED(dt);
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}
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void PauseState::draw(GameRenderer* r) {
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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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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:
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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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