source/code/global.hpp
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/*
===========================================================================
blockattack - Block Attack - Rise of the Blocks
Copyright (C) 2005-2017 Poul Sander
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 2 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/
Source information and contacts persons can be found at
http://www.blockattack.net
===========================================================================
*/
#ifndef _GLOBAL_HPP
#define _GLOBAL_HPP
#include <memory>
#include "sago/SagoSpriteHolder.hpp"
#include "highscore.h"
#include "sago/GameStateInterface.hpp"
#include "TextManager.hpp"
#include "ExplosionManager.hpp"
#include "sago/SagoTextField.hpp"
void MainMenu();
void ResetFullscreen();
void RunGameState(sago::GameStateInterface& state );
enum class Gametype { SinglePlayerEndless=0, SinglePlayerTimeTrial=1, StageClear=2, Puzzle=3, SinglePlayerVs=4, TwoPlayerTimeTrial=10, TwoPlayerVs=11, Replay=100 };
int runGame(Gametype gametype,int level);
bool OpenDialogbox(int x, int y, std::string& name, const std::string& header);
void DrawBackground(SDL_Renderer* target);
void UpdateMouseCoordinates(const SDL_Event& event, int& mousex, int& mousey);
void DrawIMG(const sago::SagoSprite& sprite, SDL_Renderer* target, int x, int y);
void DrawIMG_Bounded(const sago::SagoSprite& sprite, SDL_Renderer* target, int x, int y, int minx, int miny, int maxx, int maxy);
void sagoTextSetHelpFont(sago::SagoTextField& field);
void sagoTextSetBlueFont(sago::SagoTextField& field);
struct GlobalData {
sago::SagoSprite bHighScore;
sago::SagoSprite bBack;
sago::SagoSprite bNext;
sago::SagoSprite iLevelCheck; //To the level select screen
sago::SagoSprite iLevelCheckBox;
sago::SagoSprite iLevelCheckBoxMarked;
sago::SagoSprite iCheckBoxArea;
bool MusicEnabled; //true if background music is enabled
bool SoundEnabled; //true if sound effects is enabled
bool bFullscreen; //true if game is running fullscreen
std::string replayArgument; //Name of the replay to play (if given as a commandline argument)
std::string player1name;
std::string player2name;
SDL_Renderer *screen = nullptr; //The whole screen;
sago::SoundHandler typingChunk;
sago::SagoSprite mouse;
bool highPriority = false;
bool NoSound = false;
int verboseLevel = 0;
std::unique_ptr<sago::SagoSpriteHolder> spriteHolder;
TextManager theTextManager;
//The xsize and ysize are updated everytime the background is drawn
int xsize = 1024;
int ysize = 768;
int mousex = 0;
int mousey = 0;
};
#include "BallManager.hpp"
extern GlobalData globalData;
#endif /* _GLOBAL_HPP */