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); }
/* \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); }