Example #1
0
void GamePhase::execute(float const delta)
{
  ew::ControlContext* ctx = engine->getControlContext();
  if(actionKeyPush(ACTION_EXIT, ctx))
  {
    engine->setState(States::TITLE);
  }

  if(actionKeyPush(ACTION_PAUSE, ctx))
  {
    world->setPaused(!world->getPaused());
  }

  if(actionKeyPush(ACTION_SHOW_INFO, ctx))
  {
    world->hud->toggleShowFPS();
  }

  if(actionKeyPush(ACTION_SHOW_OVERDRAW, ctx)) {
    if(glhckRenderGetPass() & GLHCK_PASS_OVERDRAW) {
      glhckRenderPass(glhckRenderPassDefaults() & ~GLHCK_PASS_DEPTH);
    } else {
      glhckRenderPass(GLHCK_PASS_OVERDRAW);
    }
  }

  world->update(delta);
}
Example #2
0
/* \brief push 2D drawing state */
GLHCKAPI void glhckRenderStatePush2D(int width, int height, kmScalar near, kmScalar far)
{
   GLHCK_INITIALIZED();
   TRACE(2);
   glhckRenderStatePush();
   glhckRenderPass(glhckRenderGetPass() & ~GLHCK_PASS_DEPTH);
   glhckRenderProjection2D(width, height, near, far);
}