#include "exitScreen.h" std::shared_ptr<State> exitScreen::m_thisState; std::shared_ptr<State> exitScreen::init(Resources& engineResources) { m_thisState = std::make_shared<State>(draw, handleEvents, destroy, pause, update, engineResources); std::string name{"banner"}; glm::vec3 location{0, 0, -1}; glm::vec3 rotation{0, 90, 0}; glm::vec3 scale{1}; auto model = m_thisState->resources.modelManager.getModel( "as2/exitScreen.obj"); Object exitScreen{name, model, location, rotation, scale}; m_thisState->objects.emplace(name, exitScreen); return m_thisState; } void exitScreen::destroy() { pause(true); } void exitScreen::pause(bool pause) { if (pause) { Light::disableLighting(); } else { glClearColor(0.1f, 0.1f, 0.1f, 10.f); setCamera(); } } void exitScreen::handleEvents(SDL_Event& event) { // Skip intro while (SDL_PollEvent(&event)) { if (event.type == SDL_KEYDOWN || event.type == SDL_MOUSEBUTTONDOWN) { m_thisState->stop = true; } } } void exitScreen::update(float) {} void exitScreen::draw() { for (auto& obj : m_thisState->objects) { obj.second.draw(); } } void exitScreen::setCamera() { // Set camera perspective m_thisState->camera.setPerspective(45.f, (float)1920 / 1080, 0.1f, 10.f); m_thisState->camera.position = glm::vec3{-0.24f, 1, 0.77}; m_thisState->camera.lockMouse(false); m_thisState->camera.update(0.01f); }