vectozavr-shooter/engine/io/Screen.h

86 lines
2.1 KiB
C++

//
// Created by Иван Ильин on 14.01.2021.
//
#ifndef ENGINE_SCREEN_H
#define ENGINE_SCREEN_H
#include <string>
#include <map>
#include <SFML/Graphics.hpp>
#include "../Triangle.h"
#include "../utils/Time.h"
#include "../Consts.h"
#include "../Mesh.h"
#include "../Camera.h"
class Screen final {
private:
int _scene = 0;
bool _renderVideo = false;
std::vector<sf::Texture> _renderSequence;
std::string _title;
sf::Color _background;
std::string inputSymbols;
const std::shared_ptr<sf::RenderWindow> _window = std::make_shared<sf::RenderWindow>();
public:
void open(int screenWidth = Consts::STANDARD_SCREEN_WIDTH, int screenHeight = Consts::STANDARD_SCREEN_HEIGHT,
const std::string &name = Consts::PROJECT_NAME, bool verticalSync = true,
sf::Color background = Consts::BACKGROUND_COLOR, sf::Uint32 style = sf::Style::Default);
void display();
void clear();
[[nodiscard]] bool hasFocus() const { return _window->hasFocus(); }
void drawTriangle(const Triangle &triangle);
void drawTetragon(const Vec2D &p1, const Vec2D &p2, const Vec2D &p3, const Vec2D &p4, sf::Color color);
void drawText(const std::string &string, const Vec2D &position, int size, sf::Color color);
void drawText(const sf::Text &text);
void drawSprite(const sf::Sprite &sprite);
void setTitle(const std::string &title);
[[nodiscard]] std::string title() const { return _title; };
bool isOpen();
[[nodiscard]] int width() const { return _window->getSize().x; }
[[nodiscard]] int height() const { return _window->getSize().y; }
void close();
void setMouseCursorVisible(bool visible);
// OpenGL functions
void prepareToGlDrawMesh();
void glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t count);
[[nodiscard]] std::shared_ptr<sf::RenderWindow> renderWindow() { return _window; }
void pushGLStates() { _window->pushGLStates(); };
void popGLStates() { _window->popGLStates(); };
void startRender();
void stopRender();
std::string getInputSymbols() { return inputSymbols; };
};
#endif //INC_3DZAVR_SCREEN_H