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#include "showwindowaction.h"
#include "Game/Systems/UI/uisystem.h"
#include <map>
ShowWindowAction::ShowWindowAction(std::map<std::string, std::shared_ptr<UIScreen>>& all_screens,
std::set<std::string>& shownScreens,
const std::string screenName):
m_screens(all_screens),
m_shownScreens(shownScreens)
{
m_screenName = screenName;
}
void ShowWindowAction::activate(){
std::cout << "activated window show!!!" << std::endl;
// add screen to be rendered, and also set it be the only one active
//m_screens[m_screenName] = m_screen;
// for (auto &screen : m_screens){
// screen.second->isActive = false;
// }
// m_screens[m_screenName]->isActive = true;
m_shownScreens.insert(m_screenName);
m_screens[m_screenName]->isActive = true;
}
void ShowWindowAction::deactivate(){
m_shownScreens.erase(m_screenName);
}
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