mirror of
https://github.com/zoriya/Bomberman.git
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174 lines
3.4 KiB
C++
174 lines
3.4 KiB
C++
/*
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** EPITECH PROJECT, 2021
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** Bomberman
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** File description:
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** Window
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*/
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#include "Window.hpp"
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#include <utility>
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#include "Controllers/Mouse.hpp"
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#include "Drawables/ADrawable2D.hpp"
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#include "Drawables/ADrawable3D.hpp"
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std::optional<RAY::Window> RAY::Window::_instance = std::nullopt;
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RAY::Window &RAY::Window::getInstance()
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{
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if (!RAY::Window::_instance.has_value())
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throw std::runtime_error("No window has been constructed.");
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return RAY::Window::_instance.value();
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}
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RAY::Window &RAY::Window::getInstance(int width, int height, const std::string &title, unsigned flags, bool openNow) noexcept
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{
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if (!RAY::Window::_instance.has_value()){
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RAY::Window window(width, height, title, flags, openNow);
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RAY::Window::_instance.emplace(std::move(window));
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}
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return RAY::Window::_instance.value();
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}
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RAY::Window::Window(int width, int height, std::string title, unsigned flags, bool openNow):
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_dimensions(width, height),
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_title(std::move(title)),
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_isOpen(openNow),
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_flags(flags),
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_displayState(NONE)
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{
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if (openNow)
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this->open();
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}
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bool RAY::Window::open(void)
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{
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if (this->_flags) {
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SetConfigFlags(this->_flags);
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}
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InitWindow(this->_dimensions.x, this->_dimensions.y, this->_title.c_str());
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this->_isOpen = true;
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return true;
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}
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bool RAY::Window::shouldClose(void) const
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{
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return WindowShouldClose();
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}
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void RAY::Window::close(void)
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{
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CloseWindow();
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}
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bool RAY::Window::isFocused(void) const
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{
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return IsWindowFocused();
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}
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const RAY::Vector2 &RAY::Window::getDimensions(void) const
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{
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return this->_dimensions;
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}
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void RAY::Window::setVisibleCursor(bool visible)
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{
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if (visible)
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ShowCursor();
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else
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HideCursor();
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}
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void RAY::Window::enableCursor(bool enable)
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{
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if (enable)
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EnableCursor();
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else
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DisableCursor();
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}
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bool RAY::Window::cursorIsVisible(void) const
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{
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return !IsCursorHidden();
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}
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RAY::Vector2 RAY::Window::getCursorPosition(void) const
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{
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return RAY::Controller::Mouse::getCursorPosition();
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}
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void RAY::Window::setFPS(unsigned int fps)
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{
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SetTargetFPS(fps);
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}
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void RAY::Window::clear(const RAY::Color &color)
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{
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ClearBackground(color);
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}
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void RAY::Window::draw()
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{
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EndDrawing();
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BeginDrawing();
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}
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void RAY::Window::useCamera(RAY::Camera::Camera2D &camera)
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{
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this->unuseCamera();
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this->_displayState = RAY::Window::TWO_DIMENSIONNAL;
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BeginMode2D(camera);
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}
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void RAY::Window::useCamera(RAY::Camera::Camera3D &camera)
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{
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this->unuseCamera();
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this->_displayState = RAY::Window::THREE_DIMENSIONNAL;
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BeginMode3D(camera);
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}
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void RAY::Window::unuseCamera(void)
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{
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switch (this->_displayState)
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{
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case THREE_DIMENSIONNAL:
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EndMode3D();
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break;
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case TWO_DIMENSIONNAL:
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EndMode2D();
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break;
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default:
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break;
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}
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this->_displayState = NONE;
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}
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void RAY::Window::setTitle(const std::string &title)
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{
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this->_title = title;
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}
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void RAY::Window::draw(RAY::Drawables::IDrawable &drawable)
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{
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drawable.drawOn(*this);
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}
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void RAY::Window::draw(const RAY::Texture &texture, const Vector2 &position, const Color &tint)
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{
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DrawTexture(texture, position.x, position.y, tint);
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}
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void RAY::Window::draw(const Mesh &mesh, const Material &material, const Matrix &transform)
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{
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DrawMesh(mesh, material, transform);
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}
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void RAY::Window::draw(const RAY::Model &model, const RAY::Vector3 &position, const RAY::Vector3 &rotationAxis, float rotationAngle, const RAY::Vector3 &scale, const RAY::Color &tint)
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{
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DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
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}
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void RAY::Window::setIcon(RAY::Image &img)
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{
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SetWindowIcon(img);
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}
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