/*
* 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;
}