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- #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);
- }
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