69 lines
1.6 KiB
C++
69 lines
1.6 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: InventoryState.cpp
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*
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* Description:
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*
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* Created: 20/06/2018 23:13:50
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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 "ApplicationStateStack.hpp"
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#include "InventoryState.hpp"
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#include "Mouse.hpp"
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InventoryState::InventoryState(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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Mouse::setCursorGrabbed(false);
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Mouse::setCursorVisible(true);
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Mouse::resetToWindowCenter();
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m_background.setColor(Color{0, 0, 0, 127});
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m_background.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
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}
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void InventoryState::onEvent(const SDL_Event &event) {
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// if (m_parent)
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// m_parent->onEvent(event);
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if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
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Mouse::setCursorGrabbed(true);
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Mouse::setCursorVisible(false);
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m_stateStack->pop();
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}
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if (m_widget)
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m_widget->onEvent(event);
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}
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void InventoryState::update() {
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if (m_parent)
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m_parent->update();
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if (m_widget)
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m_widget->update();
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}
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void InventoryState::draw(RenderTarget &target, RenderStates states) const {
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applyTransform(states);
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if (m_parent)
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target.draw(*m_parent);
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states.shader = &m_shader;
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target.draw(m_background, states);
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if (m_widget)
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target.draw(*m_widget, states);
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}
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