74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: PauseMenuState.cpp
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*
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* Description:
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*
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* Created: 28/06/2018 10:15:27
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#include <glm/gtc/matrix_transform.hpp>
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#include <gk/core/ApplicationStateStack.hpp>
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#include <gk/core/Mouse.hpp>
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#include "Config.hpp"
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#include "PauseMenuState.hpp"
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#include "SettingsMenuState.hpp"
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PauseMenuState::PauseMenuState(gk::ApplicationState *parent) : ApplicationState(parent) {
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m_shader.createProgram();
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m_shader.addShader(GL_VERTEX_SHADER, "resources/shaders/basic.v.glsl");
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m_shader.addShader(GL_FRAGMENT_SHADER, "resources/shaders/basic.f.glsl");
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m_shader.linkProgram();
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m_projectionMatrix = glm::ortho(0.0f, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT, 0.0f);
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gk::Mouse::setCursorGrabbed(false);
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gk::Mouse::setCursorVisible(true);
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gk::Mouse::resetToWindowCenter();
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m_background.setColor(gk::Color{0, 0, 0, 127});
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m_background.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
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m_menuWidget.setScale(GUI_SCALE, GUI_SCALE, 1);
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m_menuWidget.addButton("Back to Game", [this] (TextButton &) { gk::Mouse::setCursorGrabbed(true); gk::Mouse::setCursorVisible(false); m_stateStack->pop(); });
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m_menuWidget.addButton("Options...", [this] (TextButton &) { m_stateStack->push<SettingsMenuState>(m_parent); });
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m_menuWidget.addButton("Exit", [this] (TextButton &) { while(!m_stateStack->empty()) m_stateStack->pop(); });
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}
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void PauseMenuState::onEvent(const SDL_Event &event) {
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m_menuWidget.onEvent(event);
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if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
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gk::Mouse::setCursorGrabbed(true);
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gk::Mouse::setCursorVisible(false);
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gk::Mouse::resetToWindowCenter();
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m_stateStack->pop();
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}
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}
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void PauseMenuState::update() {
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}
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void PauseMenuState::draw(gk::RenderTarget &target, gk::RenderStates states) const {
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if (m_parent)
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target.draw(*m_parent, states);
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states.transform *= getTransform();
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states.projectionMatrix = m_projectionMatrix;
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states.shader = &m_shader;
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states.vertexAttributes = gk::VertexAttribute::Only2d;
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target.draw(m_background, states);
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target.draw(m_menuWidget, states);
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}
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