1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 18:32:44 +01:00
openrw/rwgame/states/PauseState.cpp
Daniel Evans ad998e8a80 Avoid allocating RWGame members where possible
These objects don't need to be dynamically allocated, they can
take on the same lifetime as RWGame itself.
2016-10-19 22:34:51 +01:00

65 lines
1.6 KiB
C++

#include "PauseState.hpp"
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include "RWGame.hpp"
PauseState::PauseState(RWGame* game) : State(game) {
auto& t = game->getGameData().texts;
Menu* m = new Menu;
m->offset = glm::vec2(200.f, 200.f);
m->addEntry(Menu::lambda(t.text(MenuDefaults::kResumeGameId),
[] { StateManager::get().exit(); }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kOptionsId),
[] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda(t.text(MenuDefaults::kQuitGameId),
[] { StateManager::get().clear(); }));
this->enterMenu(m);
}
void PauseState::enter() {
getWorld()->setPaused(true);
getWindow().showCursor();
}
void PauseState::exit() {
getWorld()->setPaused(false);
}
void PauseState::tick(float dt) {
RW_UNUSED(dt);
}
void PauseState::draw(GameRenderer* r) {
MapRenderer::MapInfo map;
auto& vp = r->getRenderer()->getViewport();
map.worldSize = 4000.f;
map.clipToSize = false;
map.screenPosition = glm::vec2(vp.x / 2, vp.y / 2);
map.screenSize = std::max(vp.x, vp.y);
game->getRenderer().map.draw(getWorld(), map);
State::draw(r);
}
void PauseState::handleEvent(const SDL_Event& e) {
switch (e.type) {
case SDL_KEYDOWN:
switch (e.key.keysym.sym) {
case SDLK_ESCAPE:
StateManager::get().exit();
break;
default:
break;
}
break;
default:
break;
}
State::handleEvent(e);
}