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openrw/rwgame/states/PauseState.cpp
2019-01-21 00:29:11 +01:00

66 lines
1.5 KiB
C++

#include "PauseState.hpp"
#include "RWGame.hpp"
#include "MenuSystem.hpp"
#include "StateManager.hpp"
#include <iostream>
PauseState::PauseState(RWGame* game) : State(game) {
auto& t = game->getGameData().texts;
Menu menu{{{t.text(MenuDefaults::kResumeGameId), [&] { done(); }},
{t.text(MenuDefaults::kOptionsId),
[] { std::cout << "Options" << '\n'; }},
{t.text(MenuDefaults::kQuitGameId),
[=] { game->getStateManager().clear(); }}},
glm::vec2(200.f, 200.f)};
setNextMenu(menu);
}
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:
done();
break;
default:
break;
}
break;
default:
break;
}
State::handleEvent(e);
}