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Display.h
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#ifndef DISPLAY_H
#define DISPLAY_H
#include <vector>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
//#include <Color.hpp>
class Display
{
public:
Display();
virtual ~Display();
void tailleComposants(sf::RenderWindow *window);
bool blitStaticText(sf::RenderWindow *window);
sf::Text setStaticText(const std::string& word, unsigned int sizeOfFont,
sf::Vector2u initPos, bool bold, bool flashing);
bool StartMenuAndDifficulty(sf::RenderWindow *window, int pos, bool isStartMenu);
bool flashingText(sf::RenderWindow *window);
void opacitychange();
bool textPlacementLoop(sf::RenderWindow *window);
void blitStatistics(sf::RenderWindow *window, const std::string& turn, const std::string& sizeBoatMoi,
const std::string& sizeBoatIa, const std::string& nbBoatMoi, const std::string& nbBoatIa,
const std::string& nbWaterMoi, const std::string& nbWaterIa, const std::string& nbFireMoi,
const std::string& nbFireIa, const std::string& nbTotMoi, const std::string& nbTotIa,
const std::string& nbPartMoi, const std::string& nbPartIa);
bool textFinalWindow(sf::RenderWindow *window, bool win);
private:
sf::Font font;
sf::Texture textureBG;
sf::Sprite spriteBG;
sf::Texture textureKeyUp;
sf::Sprite spriteKeyUp;
sf::Texture textureKeyDown;
sf::Sprite spriteKeyDown;
sf::Color color;
bool receding; // Need for lighting
};
#endif // DISPLAY_H