Page Menu
Home
Phabricator (Chris)
Search
Configure Global Search
Log In
Files
F133380
No One
Temporary
Actions
View File
Edit File
Delete File
View Transforms
Subscribe
Flag For Later
Award Token
Authored By
Unknown
Size
5 KB
Referenced Files
None
Subscribers
None
View Options
diff --git a/src/Globals.h b/src/Globals.h
index e18605e..6ecaeb6 100644
--- a/src/Globals.h
+++ b/src/Globals.h
@@ -1,166 +1,170 @@
/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** 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 GLOBALS_H
#define GLOBALS_H
#include <SDL/SDL.h>
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#include <string>
+#include "libs/tinygettext/tinygettext.hpp"
#ifdef WIN32
//#define DATA_PATH
#else
#include "config.h"
#endif
//Global constants
//The width of the screen.
extern int SCREEN_WIDTH;
//The height of the screen.
extern int SCREEN_HEIGHT;
//The depth of the screen.
const int SCREEN_BPP=32;
//Strin containing the
const std::string version="V0.4 Development version";
//The height of the current level.
extern int LEVEL_HEIGHT;
//The width of the current level.
extern int LEVEL_WIDTH;
//The target frames per seconds.
const int g_FPS=40;
+//gettext
+extern tinygettext::DictionaryManager* dictionary_manager;
+
//The screen surface, it's used to draw on before it's drawn to the real screen.
extern SDL_Surface* screen;
//SDL_Surface with the same dimensions as screen which can be used for all kinds of (temp) drawing.
extern SDL_Surface* tempSurface;
//The background image for the menu (scaled if needed).
extern SDL_Surface* menuBackground;
//Font that is used for titles.
//Knewave large.
extern TTF_Font* fontTitle;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
extern TTF_Font* fontGUI;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
extern TTF_Font* fontText;
//Event, used for event handling.
extern SDL_Event event;
//GUI
class GUIObject;
extern GUIObject *GUIObjectRoot;
//The state id of the current state.
extern int stateID;
//Integer containing what the next state will be.
extern int nextState;
//String containing the name of the current level.
extern std::string levelName;
//SDL rectangle used to store the camera.
//x is the x location of the camera.
//y is the y location of the camera.
//w is the width of the camera. (equal to SCREEN_WIDTH)
//h is the height of the camera. (equal to SCREEN_HEIGHT)
extern SDL_Rect camera;
//Enumeration containing the ids of the game states.
enum GameStates
{
//State null is a special state used to indicate no state.
//This is used when no next state is defined.
STATE_NULL,
//This state is before the actual leveleditor used to make levelpacks.
STATE_LEVEL_EDIT_SELECT,
//This state is for the level editor.
STATE_LEVEL_EDITOR,
//This state is for the main menu.
STATE_MENU,
//This state is for the actual game.
STATE_GAME,
//Special state used when exiting meandmyshadow.
STATE_EXIT,
//This state is for the help screen.
STATE_LEVEL_SELECT,
//This state is for the options screen.
STATE_OPTIONS,
//This state is for the addon screen.
STATE_ADDONS
};
//Enumeration containing the ids of the different block types.
enum GameTileType{
//The normal solid block.
TYPE_BLOCK=0,
//Block representing the start location of the player.
TYPE_START_PLAYER,
//Block representing the start location of the shadow.
TYPE_START_SHADOW,
//The exit of the level.
TYPE_EXIT,
//The shadow block which is only solid for the shadow.
TYPE_SHADOW_BLOCK,
//Block that can kill both the player and the shadow.
TYPE_SPIKES,
//Special point where the player can save.
TYPE_CHECKPOINT,
//Block that will switch the location of the player and the shadow when invoked.
TYPE_SWAP,
//Block that will crumble to dust when stepped on it for the third time.
TYPE_FRAGILE,
//Normal block that moves along a path.
TYPE_MOVING_BLOCK,
//Shadow block that moves along a path.
TYPE_MOVING_SHADOW_BLOCK,
//A spike block that moves along a path.
TYPE_MOVING_SPIKES,
//Special block which, once entered, moves the player/shadow to a different portal.
TYPE_PORTAL,
//A block with a button which can activate or stop moving blocks, converyor belts
TYPE_BUTTON,
//A switch which can activate or stop moving blocks, converyor belts
TYPE_SWITCH,
//Solid block which works like
TYPE_CONVEYOR_BELT,
TYPE_SHADOW_CONVEYOR_BELT,
//Block that contains a message that can be read.
TYPE_NOTIFICATION_BLOCK,
//The (max) number of tiles.
TYPE_MAX
};
#endif
File Metadata
Details
Attached
Mime Type
text/x-diff
Expires
Tue, Jun 16, 1:42 AM (2 w, 14 h ago)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
71575
Default Alt Text
(5 KB)
Attached To
Mode
R79 meandmyshadow
Attached
Detach File
Event Timeline