1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
|
/* window.hpp
Copyright (c) 2010 - 2011 by Felix Lauer and Simon Schneegans
This program is free software: you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <http://www.gnu.org/licenses/>. */
# ifndef WINDOW_HPP_INCLUDED
# define WINDOW_HPP_INCLUDED
# include "System/Vector2f.hpp"
# include "System/Key.hpp"
# include "Media/music.hpp"
# include <SFML/Graphics.hpp>
/// A namespace handling the main window of the game.
namespace window {
/// Opens the window.
/// Should be called once at the beginning.
/// Returns false, if something went wrong.
bool open();
/// Recreates the window.
/// Can be called to apply settings::C_fullScreen.
void create();
/// Closes the window.
/// Should be called once at the end.
void close();
/// Starts the main game loop.
/// Should be called, when the window is opened a game is created.
void mainLoop();
/// Starts a draw cycle.
/// The active OpenGL target is set to the window or the post effect backbuffer, depending
/// on the use of shaders.
void startDrawSpace();
/// Finishs drawing the space and starts drawing the HUD.
/// Applies post effects and sets the projection matrix to represent the screen in pixels.
void startDrawHUD();
/// Draws a SFML drawable in the window.
void draw(sf::Drawable const& toBeDrawn, sf::RenderStates const& states, sf::Shader* shader = NULL);
int isKeyDown(Key const& key);
Vector2f const getMousePosition();
void screenShot();
/// Shows or hides the mouse cursor.
void showCursor(bool show);
/// Converts the given location from space coordinates (max (SPACE_X_RESOLUTION, SPACE_Y_RESOLUTION)) to pixel coordinates on the screen.
Vector2f const coordToPixel(Vector2f const& spaceCoord);
/// Converts the given location on screen to space coordinates (max (SPACE_X_RESOLUTION, SPACE_Y_RESOLUTION)).
Vector2f const PixelToCoord(Vector2f const& screenCoord);
/// Returns a vector representing the size of the visible game area on screen.
/// In pixels.
Vector2f const& getViewPort();
}
# endif // WINDOW_HPP_INCLUDED
|