/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019-2023 The RmlUi Team, and contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "GameDetails.h" static GameDetails::Difficulty difficulty = GameDetails::EASY; static Rml::Colourb colour = Rml::Colourb(255, 0, 0); static int score = -1; static int wave = 0; static bool paused = false; static GameDetails::GraphicsQuality graphics_quality = GameDetails::OK; static bool reverb = true; static bool spatialisation = false; GameDetails::GameDetails() {} GameDetails::~GameDetails() {} void GameDetails::SetDifficulty(Difficulty _difficulty) { difficulty = _difficulty; } GameDetails::Difficulty GameDetails::GetDifficulty() { return difficulty; } void GameDetails::SetDefenderColour(const Rml::Colourb& _colour) { colour = _colour; } const Rml::Colourb& GameDetails::GetDefenderColour() { return colour; } void GameDetails::SetScore(int _score) { score = _score; } void GameDetails::ResetScore() { score = -1; } int GameDetails::GetScore() { return score; } void GameDetails::SetWave(int _wave) { wave = _wave; } int GameDetails::GetWave() { return wave; } void GameDetails::SetPaused(bool _paused) { paused = _paused; } bool GameDetails::GetPaused() { return paused; } void GameDetails::SetGraphicsQuality(GraphicsQuality quality) { graphics_quality = quality; } GameDetails::GraphicsQuality GameDetails::GetGraphicsQuality() { return graphics_quality; } void GameDetails::SetReverb(bool enabled) { reverb = enabled; } bool GameDetails::GetReverb() { return reverb; } void GameDetails::Set3DSpatialisation(bool enabled) { spatialisation = enabled; } bool GameDetails::Get3DSpatialisation() { return spatialisation; }