add pause menu (with one option)

this is pretty annoying becuase it requires drawing the overlay after drawing text..
it's probably not a bad idea to ship a new text renderer so some of the dodginess can be avoided
This commit is contained in:
somewhatlurker
2019-10-20 02:49:54 +11:00
parent d768fa40f3
commit 3c7768c147
11 changed files with 350 additions and 13 deletions
@@ -13,6 +13,7 @@
#include "../../Utilities/EnumBitwiseOperations.h"
#include "../../FileSystem/ConfigFile.h"
#include "../GameState.h"
#include "../Pause.h"
const std::string KEY_CONFIG_FILE_NAME = "keyconfig.ini";
@@ -236,13 +237,13 @@ namespace TLAC::Components
{
JvsButtons buttons = JVS_NONE;
if (!(*(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME && *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN) &&
if ((Pause::isPaused || !(*(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME && *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN)) &&
buttonTestFunc(MenuLBinding))
{
buttons |= JVS_L;
return buttons;
}
if (!(*(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME && *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN) &&
if ((Pause::isPaused || !(*(GameState*)CURRENT_GAME_STATE_ADDRESS == GS_GAME && *(SubGameState*)CURRENT_GAME_SUB_STATE_ADDRESS == SUB_GAME_MAIN)) &&
buttonTestFunc(MenuRBinding))
{
buttons |= JVS_R;