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Globals.cpp
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Globals.cpp

/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Globals.h"
#include "libs/tinygettext/tinygettext.hpp"
#include <vector>
//Set the defautl value for the screen width and height.
int SCREEN_WIDTH=800;
int SCREEN_HEIGHT=600;
//The language that in which the game should be translated.
std::string language;
//The DictionaryManager that is used to translate the game itself.
tinygettext::DictionaryManager* dictionaryManager=NULL;
//SDL Window and renderer
SDL_Window* sdlWindow=NULL;
//Font that is used for titles.
//Knewave large.
TTF_Font* fontTitle=NULL;
//Font that is used for captions of buttons and other GUI elements.
//Knewave small.
TTF_Font* fontGUI=NULL;
//Font that is used for long captions of buttons and other GUI elements.
//Knewave small.
TTF_Font* fontGUISmall=NULL;
//Font that is used for (long) text.
//Blokletter-Viltstift small.
TTF_Font* fontText=NULL;
//Font used for scripting editor.
//Monospace.
TTF_Font* fontMono=NULL;
//Small arrows used for GUI widgets.
//2 directions and 2 different/same colors depending on theme.
TexturePtr arrowLeft1=nullptr;
TexturePtr arrowRight1=nullptr;
TexturePtr arrowLeft2=nullptr;
TexturePtr arrowRight2=nullptr;
//Set the current stateID and the nextState.
int stateID=STATE_NULL;
int nextState=STATE_NULL;
GameState* currentState=NULL;
LevelPack* levels=NULL;
//The name of the current level.
std::string levelName;
//Initialise the camera.
//Start location is 0, size is the same as the screen size.
SDL_Rect camera={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
//The SDL_Event object.
SDL_Event event;
//The current cursor type.
CursorType currentCursor=CURSOR_POINTER;
//Array containing the SDL_Cursors.
SDL_Cursor* cursors[CURSOR_MAX];
//Keyboard only mode. This is set to true if the last menu navigation is performed by keyboard.
bool isKeyboardOnly = false;

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