#include "TextEnterState.hpp" #include "StateContext.hpp" #include "StateFactory.hpp" #include #include TextEnterState::TextEnterState(StateContext& context) : State(), m_context(context), m_text(context) { } void TextEnterState::Enter(Ndk::StateMachine& fsm) { m_text.SetVisible(true); DrawMenu(); Nz::EventHandler& eventHandler = m_context.window.GetEventHandler(); m_keyPressedSlot.Connect(eventHandler.OnKeyPressed, [&] (const Nz::EventHandler*, const Nz::WindowEvent::KeyEvent& key) { if (key.code == Nz::Keyboard::Key::M && key.shift) { fsm.ChangeState(StateFactory::Get(EventStatus::Menu)); } }); m_textEnteredSlot.Connect(eventHandler.OnTextEntered, [&] (const Nz::EventHandler*, const Nz::WindowEvent::TextEvent& event) { Nz::String content = "Character: " + Nz::String::Unicode(event.character); if (event.repeated) content += " repeated"; m_text.SetContent(content + "\nM for Menu"); }); } void TextEnterState::Leave(Ndk::StateMachine& fsm) { m_text.SetVisible(false); } bool TextEnterState::Update(Ndk::StateMachine& fsm, float elapsedTime) { return true; } void TextEnterState::DrawMenu() { m_text.SetContent("Enter some text, this text should change !\nM for Menu"); }