Files
Bomberman/lib/Ray/sources/Window.cpp
2021-05-22 01:47:45 +02:00

164 lines
2.9 KiB
C++

/*
** EPITECH PROJECT, 2021
** Bomberman
** File description:
** Window
*/
#include "Window.hpp"
#include <utility>
#include "Controllers/Mouse.hpp"
RAY::Window &RAY::Window::getInstance(int width, int height, const std::string &title, unsigned flags, bool openNow)
{
static RAY::Window window(width, height, title, flags, openNow);
return window;
}
RAY::Window::Window(int width, int height, std::string title, unsigned flags, bool openNow):
_dimensions(width, height),
_title(std::move(title)),
_isOpen(openNow),
_flags(flags),
_drawingState(IDLE), _displayState(NONE)
{
if (openNow)
this->open();
}
bool RAY::Window::open(void)
{
if (this->_flags) {
SetConfigFlags(this->_flags);
}
InitWindow(this->_dimensions.x, this->_dimensions.y, this->_title.c_str());
this->_isOpen = true;
return true;
}
bool RAY::Window::shouldClose(void) const
{
return WindowShouldClose();
}
void RAY::Window::close(void)
{
CloseWindow();
}
bool RAY::Window::isFocused(void) const
{
return IsWindowFocused();
}
const RAY::Vector2 &RAY::Window::getDimensions(void) const
{
return this->_dimensions;
}
void RAY::Window::setVisibleCursor(bool visible)
{
if (visible)
ShowCursor();
else
HideCursor();
}
void RAY::Window::enableCursor(bool enable)
{
if (enable)
EnableCursor();
else
DisableCursor();
}
bool RAY::Window::cursorIsVisible(void) const
{
return !IsCursorHidden();
}
RAY::Vector2 RAY::Window::getCursorPosition(void) const
{
return RAY::Controller::Mouse::getCursorPosition();
}
void RAY::Window::setFPS(unsigned int fps)
{
SetTargetFPS(fps);
}
void RAY::Window::clear(const RAY::Color &color)
{
ClearBackground(color);
}
void RAY::Window::setDrawingState(enum RAY::Window::drawingState state)
{
if (state == this->_drawingState)
return;
switch (state)
{
case DRAWING:
BeginDrawing();
break;
case IDLE:
EndDrawing();
break;
}
this->_drawingState = state;
}
void RAY::Window::useCamera(RAY::Camera::Camera2D &camera)
{
this->_displayState = RAY::Window::TWO_DIMENSIONNAL;
BeginMode2D(camera);
}
void RAY::Window::useCamera(RAY::Camera::Camera3D &camera)
{
this->_displayState = RAY::Window::THREE_DIMENSIONNAL;
BeginMode3D(camera);
}
void RAY::Window::unuseCamera(void)
{
switch (this->_displayState)
{
case THREE_DIMENSIONNAL:
EndMode3D();
break;
case TWO_DIMENSIONNAL:
EndMode2D();
break;
default:
break;
}
this->_displayState = NONE;
}
void RAY::Window::setTitle(const std::string &title)
{
this->_title = title;
}
void RAY::Window::draw(RAY::Drawables::IDrawable &drawable)
{
drawable.drawOn(*this);
}
void RAY::Window::draw(const RAY::Texture &texture, const Vector2 &position, const Color &tint)
{
DrawTexture(texture, position.x, position.y, tint);
}
void RAY::Window::draw(const Mesh &mesh, const Material &material, const Matrix &transform)
{
DrawMesh(mesh, material, transform);
}
void RAY::Window::setIcon(RAY::Image &img)
{
SetWindowIcon(img);
}