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openrw/rwgame/loadingstate.cpp
2015-04-18 01:11:17 +01:00

70 lines
1.4 KiB
C++

#include "loadingstate.hpp"
#include "RWGame.hpp"
#include <render/OpenGLRenderer.hpp>
LoadingState::LoadingState(RWGame* game)
: State(game), next(nullptr)
{
}
void LoadingState::enter()
{
// Load all of the files waiting to be loaded.
auto world = getWorld();
// Loade all of the IDEs.
for(std::map<std::string, std::string>::iterator it = world->data->ideLocations.begin();
it != world->data->ideLocations.end();
++it) {
world->defineItems(it->second);
}
// Load IPLs
for(std::map<std::string, std::string>::iterator it = world->data->iplLocations.begin();
it != world->data->iplLocations.end();
++it) {
world->data->loadZone(it->second);
world->placeItems(it->second);
}
}
void LoadingState::exit()
{
}
void LoadingState::tick(float dt)
{
// If background work is completed, switch to the next state
if( getWorld()->_work->isEmpty() ) {
StateManager::get().exec(next);
}
}
bool LoadingState::shouldWorldUpdate()
{
return false;
}
void LoadingState::setNextState(State* nextState)
{
next = nextState;
}
void LoadingState::handleEvent(const sf::Event &e)
{
State::handleEvent(e);
}
void LoadingState::draw(GameRenderer* r)
{
// Display some manner of loading screen.
TextRenderer::TextInfo ti;
ti.text = "Loading...";
auto size = r->getRenderer()->getViewport();
ti.size = 25.f;
ti.screenPosition = glm::vec2( 50.f, size.y - ti.size - 50.f );
ti.font = 2;
r->text.renderText(ti);
}