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https://github.com/zoriya/Bomberman.git
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fix indentation, now using tabs
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+77
-77
@@ -20,111 +20,111 @@
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#include "Drawables/Texture.hpp"
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namespace RAY {
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class Window: public Canvas {
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public:
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//! @return A widow insta,ce. Only one window can be open at a time
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static Window &getInstance(int width, int height, const std::string &title, unsigned flags = 0, bool openNow = true);
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//! @brief A default copy constructor
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Window(const Window &window) = delete;
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class Window: public Canvas {
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public:
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//! @return A widow insta,ce. Only one window can be open at a time
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static Window &getInstance(int width, int height, const std::string &title, unsigned flags = 0, bool openNow = true);
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//! @brief A default copy constructor
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Window(const Window &window) = delete;
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//! @brief A window is assignable
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Window &operator=(const Window &window) = delete;
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//! @brief Closes window if still open
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~Window() = default;
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//! @brief A window is assignable
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Window &operator=(const Window &window) = delete;
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//! @brief Closes window if still open
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~Window() = default;
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//! @brief Initialize window and OpenGL context
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bool open(void);
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//! @brief Initialize window and OpenGL context
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bool open(void);
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//! @brief Check if KEY_ESCAPE pressed or Close icon pressed
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bool shouldClose(void) const;
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//! @brief Check if KEY_ESCAPE pressed or Close icon pressed
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bool shouldClose(void) const;
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//! @brief Close window and unload OpenGL context
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void close(void);
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//! @brief Close window and unload OpenGL context
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void close(void);
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//! @brief Check if window is currently focused
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bool isFocused(void) const;
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//! @brief Check if window is currently focused
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bool isFocused(void) const;
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//! @brief Set window dimensions
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const RAY::Vector2 &getDimensions(void) const;
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//! @brief Set window dimensions
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const RAY::Vector2 &getDimensions(void) const;
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//! @brief Set the cursor visibility
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//! @param visible True if the cursor is visible
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void setVisibleCursor(bool visible);
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//! @brief Set the cursor visibility
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//! @param visible True if the cursor is visible
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void setVisibleCursor(bool visible);
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//! @brief Enable/Disable the cursor
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//! @param enable True for the cursor to be enabled
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void enableCursor(bool enable);
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//! @brief Enable/Disable the cursor
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//! @param enable True for the cursor to be enabled
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void enableCursor(bool enable);
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//! @brief Check if cursor is not visible
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bool cursorIsVisible(void) const;
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//! @brief Check if cursor is not visible
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bool cursorIsVisible(void) const;
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//! @brief set the window icon
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void setIcon(Image &img);
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//! @brief set the window icon
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void setIcon(Image &img);
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//! @brief Get the cursor position
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Vector2 getCursorPosition() const;
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//! @brief Get the cursor position
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Vector2 getCursorPosition() const;
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//! @brief Set target FPS (maximum)
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void setFPS(unsigned int fps);
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//! @brief Set target FPS (maximum)
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void setFPS(unsigned int fps);
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//! @brief Set background color (framebuffer clear color)
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//! @param color The color to clear the screen (default: black)
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void clear(const Color &color = BLACK);
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//! @brief Set background color (framebuffer clear color)
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//! @param color The color to clear the screen (default: black)
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void clear(const Color &color = BLACK);
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//! @brief Setup canvas (framebuffer) to start drawing
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//! @brief Must be called before first draw of iteration
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void beginDrawing(void);
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//! @brief Setup canvas (framebuffer) to start drawing
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//! @brief Must be called before first draw of iteration
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void beginDrawing(void);
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//! @brief End canvas drawing and swap buffers (double buffering)
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//! @info Must be called after last draw of iteration
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void endDrawing(void);
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//! @brief End canvas drawing and swap buffers (double buffering)
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//! @info Must be called after last draw of iteration
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void endDrawing(void);
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//! @brief Initialize 2D mode with custom camera (2D)
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void beginMode2D(Camera::Camera2D &camera);
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//! @brief Initialize 2D mode with custom camera (2D)
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void beginMode2D(Camera::Camera2D &camera);
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//! @brief Initialize 3D mode with custom camera (2D)
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void beginMode3D(Camera::Camera3D &camera);
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//! @brief Initialize 3D mode with custom camera (2D)
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void beginMode3D(Camera::Camera3D &camera);
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//! @brief Ends 2D mode with custom camera
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void endMode2D(void);
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//! @brief Ends 2D mode with custom camera
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void endMode2D(void);
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//! @brief Ends 3D mode and returns to default 2D orthographic mode
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void endMode3D(void);
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//! @brief Ends 3D mode and returns to default 2D orthographic mode
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void endMode3D(void);
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//! @brief Set the window title
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void setTitle(const std::string &title);
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//! @brief Set the window title
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void setTitle(const std::string &title);
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//! @brief draw rectangle
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//! @param drawable The drawable to render on screen
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void draw(Drawables::IDrawable &drawable) override;
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//! @brief draw rectangle
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//! @param drawable The drawable to render on screen
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void draw(Drawables::IDrawable &drawable) override;
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//! @brief draw texture at position
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//! @param texture The object to render
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//! @param position The position of the texture relative to the top left window corner
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//! @param tint
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void draw(const RAY::Texture &texture, const Vector2 &position, const Color &tint);
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//! @brief draw texture at position
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//! @param texture The object to render
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//! @param position The position of the texture relative to the top left window corner
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//! @param tint
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void draw(const RAY::Texture &texture, const Vector2 &position, const Color &tint);
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//! @brief Draw a 3d mesh with material and transform
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void draw(const Mesh &mesh, const Material &material, const Matrix &transform);
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//! @brief Draw a 3d mesh with material and transform
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void draw(const Mesh &mesh, const Material &material, const Matrix &transform);
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private:
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//! @brief Creates window, and opens it if openNow is set to true
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Window(int width, int height, std::string title, unsigned flags = 0, bool openNow = true);
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//! @brief Dimension of window
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RAY::Vector2 _dimensions;
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private:
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//! @brief Creates window, and opens it if openNow is set to true
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Window(int width, int height, std::string title, unsigned flags = 0, bool openNow = true);
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//! @brief Dimension of window
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RAY::Vector2 _dimensions;
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//! @brief Title of window
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std::string _title;
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//! @brief Title of window
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std::string _title;
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//! @brief has the window been open?
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bool _isOpen;
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//! @brief has the window been open?
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bool _isOpen;
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//! @brief flags for the window (ex: FLAG_WINDOW_RESIZABLE)
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unsigned int _flags;
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};
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//! @brief flags for the window (ex: FLAG_WINDOW_RESIZABLE)
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unsigned int _flags;
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};
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}
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#endif /* !WINDOW_HPP_ */
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