OpenMiner/source/states/InventoryState.cpp

69 lines
1.6 KiB
C++

/*
* =====================================================================================
*
* Filename: InventoryState.cpp
*
* Description:
*
* Created: 20/06/2018 23:13:50
*
* Author: Quentin Bazin, <quent42340@gmail.com>
*
* =====================================================================================
*/
#include "ApplicationStateStack.hpp"
#include "InventoryState.hpp"
#include "Mouse.hpp"
InventoryState::InventoryState(ApplicationState *parent) : ApplicationState(parent) {
m_shader.createProgram();
m_shader.addShader(GL_VERTEX_SHADER, "resources/shaders/basic.v.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "resources/shaders/basic.f.glsl");
m_shader.linkProgram();
Mouse::setCursorGrabbed(false);
Mouse::setCursorVisible(true);
Mouse::resetToWindowCenter();
m_background.setColor(Color{0, 0, 0, 127});
m_background.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
}
void InventoryState::onEvent(const SDL_Event &event) {
// if (m_parent)
// m_parent->onEvent(event);
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
Mouse::setCursorGrabbed(true);
Mouse::setCursorVisible(false);
m_stateStack->pop();
}
if (m_widget)
m_widget->onEvent(event);
}
void InventoryState::update() {
if (m_parent)
m_parent->update();
if (m_widget)
m_widget->update();
}
void InventoryState::draw(RenderTarget &target, RenderStates states) const {
applyTransform(states);
if (m_parent)
target.draw(*m_parent);
states.shader = &m_shader;
target.draw(m_background, states);
if (m_widget)
target.draw(*m_widget, states);
}