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VVVVVV/desktop_version/src/UtilityClass.h
Misa 52f7a587fe Separate includes into sections and alphabetize them
Okay, so basically here's the include layout that this game now
consistently uses:

[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]

And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
2020-07-19 21:37:40 -04:00

60 lines
1.2 KiB
C++

#ifndef UTILITYCLASS_H
#define UTILITYCLASS_H
#include <SDL.h>
#include <string>
#include <vector>
int ss_toi(std::string _s);
std::vector<std::string> split(const std::string &s, char delim, std::vector<std::string> &elems);
std::vector<std::string> split(const std::string &s, char delim);
bool is_positive_num(const std::string& str, bool hex);
bool endsWith(const std::string& str, const std::string& suffix);
#define INBOUNDS(index, vector) ((int) index >= 0 && (int) index < (int) vector.size())
#define INBOUNDS_ARR(index, array) ((int) index >= 0 && (int) index < (int) SDL_arraysize(array))
#define WHINE_ONCE(message) \
static bool whine = true; \
if (whine) \
{ \
whine = false; \
puts(message); \
}
//helperClass
class UtilityClass
{
public:
UtilityClass();
static std::string String(int _v);
static std::string GCString(std::vector<SDL_GameControllerButton> buttons);
std::string twodigits(int t);
std::string timestring(int t);
std::string number(int _t);
static bool intersects( SDL_Rect A, SDL_Rect B );
void updateglow();
int glow;
int slowsine;
int glowdir;
int splitseconds[30];
};
extern UtilityClass help;
#endif /* UTILITYCLASS_H */