#include "DummyState.hxx" #include "GameStateManager.hxx" #include "../SDLRenderer.hxx" void DummyState::on_enter(GameStateManager& gsm) { name_input_.set_value(""); name_input_.set_focus(true); pause_button_.set_on_click([&gsm] { gsm.push_state(GameStates::MainMenu); }); } void DummyState::on_leave() { SDL_StopTextInput(); } void DummyState::on_event(GameStateManager& gsm, SDL_Event const& evt) { name_input_.on_event(evt); if (evt.type==SDL_KEYUP && evt.key.keysym.scancode==SDL_SCANCODE_ESCAPE) gsm.push_state(GameStates::MainMenu); } void DummyState::update(GameStateManager& gsm, std::chrono::milliseconds delta_time) { pause_button_.update(); name_input_.update(delta_time); } void DummyState::render(SDLRenderer& renderer) { SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); pause_button_.render(renderer); name_input_.render(renderer); SDL_RenderPresent(renderer); }