diff --git a/.gitattributes b/.gitattributes
new file mode 100644
index 0000000..9b0d3e7
--- /dev/null
+++ b/.gitattributes
@@ -0,0 +1 @@
+dependencies/* linguist-vendored
\ No newline at end of file
diff --git a/CMakeLists.txt b/CMakeLists.txt
new file mode 100644
index 0000000..2887615
--- /dev/null
+++ b/CMakeLists.txt
@@ -0,0 +1,24 @@
+cmake_minimum_required(VERSION 3.10)
+
+project(Fractal_generator)
+
+file(GLOB PROJ_SRC
+ "sources/*.cpp"
+ "includes/*.h"
+)
+if ((NOT DEFINED VCPKG_TARGET_TRIPLET) AND ("${CMAKE_CXX_COMPILER}" MATCHES g\\+\\+\\.exe) AND (${CMAKE_SIZEOF_VOID_P} EQUAL 4))
+ message("Configuiration pour MinGW 32")
+ set(SFML_DIR "${CMAKE_SOURCE_DIR}/dependencies/SFML/lib/cmake/SFML" CACHE FILEPATH "The directory containing a CMake configuration file for SFML.")
+endif()
+
+add_executable(Fractal_generator ${PROJ_SRC})
+target_include_directories(Fractal_generator PRIVATE ${CMAKE_SOURCE_DIR}/includes)
+
+find_package(SFML COMPONENTS system window graphics REQUIRED)
+target_link_libraries(Fractal_generator PRIVATE
+ sfml-system
+ sfml-main
+ sfml-window
+ sfml-graphics
+ )
+target_include_directories(Fractal_generator PRIVATE ${SFML_INCLUDE_DIR})
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..40adcca
--- /dev/null
+++ b/README.md
@@ -0,0 +1,49 @@
+# Fractal generator
+
+![release](https://img.shields.io/badge/release-v1.0-blueviolet)
+![language](https://img.shields.io/badge/language-C%2B%2B-0052cf)
+![library](https://img.shields.io/badge/library-SFML-00cf2c)
+![size](https://img.shields.io/badge/size-32%20Mo-f12222)
+![license](https://img.shields.io/badge/license-CC--0-0bb9ec)
+
+
+
+Ce dépôt contient le code source d'un générateur de formes fractales (l'ensemble de **Julia** et de **Mandelbrot**).
+
+
+
+
+
+
+
+
+
+# Utilisation
+
+Le zoom avant/arrière se fait avec la molette de la souris, pour passer de Mandelbrot à Julia il faut cliquer sur la molette et pour passer à l'ensemble de Julia suivant/précédent, c'est avec le bouton gauche et droit de la souris, si vous souhaitez uniquement tester la simulation, vous pouvez consulter les [Releases](https://github.com/angeluriot/Fractal_generator/releases).
+
+
+
+# Tests
+
+Voici plusieurs tests faits à partir du programme :
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+# Crédits
+
+* [Angel Uriot](https://github.com/angeluriot) : Créateur du projet.
diff --git a/dependencies/SFML/bin/openal32.dll b/dependencies/SFML/bin/openal32.dll
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diff --git a/dependencies/SFML/include/SFML/Audio.hpp b/dependencies/SFML/include/SFML/Audio.hpp
new file mode 100644
index 0000000..3167927
--- /dev/null
+++ b/dependencies/SFML/include/SFML/Audio.hpp
@@ -0,0 +1,56 @@
+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
+//
+// This software is provided 'as-is', without any express or implied warranty.
+// In no event will the authors be held liable for any damages arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it freely,
+// subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented;
+// you must not claim that you wrote the original software.
+// If you use this software in a product, an acknowledgment
+// in the product documentation would be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such,
+// and must not be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source distribution.
+//
+////////////////////////////////////////////////////////////
+
+#ifndef SFML_AUDIO_HPP
+#define SFML_AUDIO_HPP
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+
+
+#endif // SFML_AUDIO_HPP
+
+////////////////////////////////////////////////////////////
+/// \defgroup audio Audio module
+///
+/// Sounds, streaming (musics or custom sources), recording,
+/// spatialization.
+///
+////////////////////////////////////////////////////////////
diff --git a/dependencies/SFML/include/SFML/Audio/AlResource.hpp b/dependencies/SFML/include/SFML/Audio/AlResource.hpp
new file mode 100644
index 0000000..dd7d44c
--- /dev/null
+++ b/dependencies/SFML/include/SFML/Audio/AlResource.hpp
@@ -0,0 +1,70 @@
+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
+//
+// This software is provided 'as-is', without any express or implied warranty.
+// In no event will the authors be held liable for any damages arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it freely,
+// subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented;
+// you must not claim that you wrote the original software.
+// If you use this software in a product, an acknowledgment
+// in the product documentation would be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such,
+// and must not be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source distribution.
+//
+////////////////////////////////////////////////////////////
+
+#ifndef SFML_ALRESOURCE_HPP
+#define SFML_ALRESOURCE_HPP
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include
+
+
+namespace sf
+{
+////////////////////////////////////////////////////////////
+/// \brief Base class for classes that require an OpenAL context
+///
+////////////////////////////////////////////////////////////
+class SFML_AUDIO_API AlResource
+{
+protected:
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Default constructor
+ ///
+ ////////////////////////////////////////////////////////////
+ AlResource();
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Destructor
+ ///
+ ////////////////////////////////////////////////////////////
+ ~AlResource();
+};
+
+} // namespace sf
+
+
+#endif // SFML_ALRESOURCE_HPP
+
+////////////////////////////////////////////////////////////
+/// \class sf::AlResource
+/// \ingroup audio
+///
+/// This class is for internal use only, it must be the base
+/// of every class that requires a valid OpenAL context in
+/// order to work.
+///
+////////////////////////////////////////////////////////////
diff --git a/dependencies/SFML/include/SFML/Audio/Export.hpp b/dependencies/SFML/include/SFML/Audio/Export.hpp
new file mode 100644
index 0000000..9e5e09c
--- /dev/null
+++ b/dependencies/SFML/include/SFML/Audio/Export.hpp
@@ -0,0 +1,48 @@
+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
+//
+// This software is provided 'as-is', without any express or implied warranty.
+// In no event will the authors be held liable for any damages arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it freely,
+// subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented;
+// you must not claim that you wrote the original software.
+// If you use this software in a product, an acknowledgment
+// in the product documentation would be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such,
+// and must not be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source distribution.
+//
+////////////////////////////////////////////////////////////
+
+#ifndef SFML_AUDIO_EXPORT_HPP
+#define SFML_AUDIO_EXPORT_HPP
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include
+
+
+////////////////////////////////////////////////////////////
+// Define portable import / export macros
+////////////////////////////////////////////////////////////
+#if defined(SFML_AUDIO_EXPORTS)
+
+ #define SFML_AUDIO_API SFML_API_EXPORT
+
+#else
+
+ #define SFML_AUDIO_API SFML_API_IMPORT
+
+#endif
+
+
+#endif // SFML_AUDIO_EXPORT_HPP
diff --git a/dependencies/SFML/include/SFML/Audio/InputSoundFile.hpp b/dependencies/SFML/include/SFML/Audio/InputSoundFile.hpp
new file mode 100644
index 0000000..317b952
--- /dev/null
+++ b/dependencies/SFML/include/SFML/Audio/InputSoundFile.hpp
@@ -0,0 +1,263 @@
+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
+//
+// This software is provided 'as-is', without any express or implied warranty.
+// In no event will the authors be held liable for any damages arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it freely,
+// subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented;
+// you must not claim that you wrote the original software.
+// If you use this software in a product, an acknowledgment
+// in the product documentation would be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such,
+// and must not be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source distribution.
+//
+////////////////////////////////////////////////////////////
+
+#ifndef SFML_INPUTSOUNDFILE_HPP
+#define SFML_INPUTSOUNDFILE_HPP
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include
+#include
+#include
+#include
+#include
+
+
+namespace sf
+{
+class InputStream;
+class SoundFileReader;
+
+////////////////////////////////////////////////////////////
+/// \brief Provide read access to sound files
+///
+////////////////////////////////////////////////////////////
+class SFML_AUDIO_API InputSoundFile : NonCopyable
+{
+public:
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Default constructor
+ ///
+ ////////////////////////////////////////////////////////////
+ InputSoundFile();
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Destructor
+ ///
+ ////////////////////////////////////////////////////////////
+ ~InputSoundFile();
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Open a sound file from the disk for reading
+ ///
+ /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
+ /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
+ ///
+ /// \param filename Path of the sound file to load
+ ///
+ /// \return True if the file was successfully opened
+ ///
+ ////////////////////////////////////////////////////////////
+ bool openFromFile(const std::string& filename);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Open a sound file in memory for reading
+ ///
+ /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
+ /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
+ ///
+ /// \param data Pointer to the file data in memory
+ /// \param sizeInBytes Size of the data to load, in bytes
+ ///
+ /// \return True if the file was successfully opened
+ ///
+ ////////////////////////////////////////////////////////////
+ bool openFromMemory(const void* data, std::size_t sizeInBytes);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Open a sound file from a custom stream for reading
+ ///
+ /// The supported audio formats are: WAV (PCM only), OGG/Vorbis, FLAC.
+ /// The supported sample sizes for FLAC and WAV are 8, 16, 24 and 32 bit.
+ ///
+ /// \param stream Source stream to read from
+ ///
+ /// \return True if the file was successfully opened
+ ///
+ ////////////////////////////////////////////////////////////
+ bool openFromStream(InputStream& stream);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the total number of audio samples in the file
+ ///
+ /// \return Number of samples
+ ///
+ ////////////////////////////////////////////////////////////
+ Uint64 getSampleCount() const;
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the number of channels used by the sound
+ ///
+ /// \return Number of channels (1 = mono, 2 = stereo)
+ ///
+ ////////////////////////////////////////////////////////////
+ unsigned int getChannelCount() const;
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the sample rate of the sound
+ ///
+ /// \return Sample rate, in samples per second
+ ///
+ ////////////////////////////////////////////////////////////
+ unsigned int getSampleRate() const;
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the total duration of the sound file
+ ///
+ /// This function is provided for convenience, the duration is
+ /// deduced from the other sound file attributes.
+ ///
+ /// \return Duration of the sound file
+ ///
+ ////////////////////////////////////////////////////////////
+ Time getDuration() const;
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the read offset of the file in time
+ ///
+ /// \return Time position
+ ///
+ ////////////////////////////////////////////////////////////
+ Time getTimeOffset() const;
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the read offset of the file in samples
+ ///
+ /// \return Sample position
+ ///
+ ////////////////////////////////////////////////////////////
+ Uint64 getSampleOffset() const;
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Change the current read position to the given sample offset
+ ///
+ /// This function takes a sample offset to provide maximum
+ /// precision. If you need to jump to a given time, use the
+ /// other overload.
+ ///
+ /// The sample offset takes the channels into account.
+ /// If you have a time offset instead, you can easily find
+ /// the corresponding sample offset with the following formula:
+ /// `timeInSeconds * sampleRate * channelCount`
+ /// If the given offset exceeds to total number of samples,
+ /// this function jumps to the end of the sound file.
+ ///
+ /// \param sampleOffset Index of the sample to jump to, relative to the beginning
+ ///
+ ////////////////////////////////////////////////////////////
+ void seek(Uint64 sampleOffset);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Change the current read position to the given time offset
+ ///
+ /// Using a time offset is handy but imprecise. If you need an accurate
+ /// result, consider using the overload which takes a sample offset.
+ ///
+ /// If the given time exceeds to total duration, this function jumps
+ /// to the end of the sound file.
+ ///
+ /// \param timeOffset Time to jump to, relative to the beginning
+ ///
+ ////////////////////////////////////////////////////////////
+ void seek(Time timeOffset);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Read audio samples from the open file
+ ///
+ /// \param samples Pointer to the sample array to fill
+ /// \param maxCount Maximum number of samples to read
+ ///
+ /// \return Number of samples actually read (may be less than \a maxCount)
+ ///
+ ////////////////////////////////////////////////////////////
+ Uint64 read(Int16* samples, Uint64 maxCount);
+
+private:
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Close the current file
+ ///
+ ////////////////////////////////////////////////////////////
+ void close();
+
+ ////////////////////////////////////////////////////////////
+ // Member data
+ ////////////////////////////////////////////////////////////
+ SoundFileReader* m_reader; ///< Reader that handles I/O on the file's format
+ InputStream* m_stream; ///< Input stream used to access the file's data
+ bool m_streamOwned; ///< Is the stream internal or external?
+ Uint64 m_sampleOffset; ///< Sample Read Position
+ Uint64 m_sampleCount; ///< Total number of samples in the file
+ unsigned int m_channelCount; ///< Number of channels of the sound
+ unsigned int m_sampleRate; ///< Number of samples per second
+};
+
+} // namespace sf
+
+
+#endif // SFML_INPUTSOUNDFILE_HPP
+
+
+////////////////////////////////////////////////////////////
+/// \class sf::InputSoundFile
+/// \ingroup audio
+///
+/// This class decodes audio samples from a sound file. It is
+/// used internally by higher-level classes such as sf::SoundBuffer
+/// and sf::Music, but can also be useful if you want to process
+/// or analyze audio files without playing them, or if you want to
+/// implement your own version of sf::Music with more specific
+/// features.
+///
+/// Usage example:
+/// \code
+/// // Open a sound file
+/// sf::InputSoundFile file;
+/// if (!file.openFromFile("music.ogg"))
+/// /* error */;
+///
+/// // Print the sound attributes
+/// std::cout << "duration: " << file.getDuration().asSeconds() << std::endl;
+/// std::cout << "channels: " << file.getChannelCount() << std::endl;
+/// std::cout << "sample rate: " << file.getSampleRate() << std::endl;
+/// std::cout << "sample count: " << file.getSampleCount() << std::endl;
+///
+/// // Read and process batches of samples until the end of file is reached
+/// sf::Int16 samples[1024];
+/// sf::Uint64 count;
+/// do
+/// {
+/// count = file.read(samples, 1024);
+///
+/// // process, analyze, play, convert, or whatever
+/// // you want to do with the samples...
+/// }
+/// while (count > 0);
+/// \endcode
+///
+/// \see sf::SoundFileReader, sf::OutputSoundFile
+///
+////////////////////////////////////////////////////////////
diff --git a/dependencies/SFML/include/SFML/Audio/Listener.hpp b/dependencies/SFML/include/SFML/Audio/Listener.hpp
new file mode 100644
index 0000000..9fb7fff
--- /dev/null
+++ b/dependencies/SFML/include/SFML/Audio/Listener.hpp
@@ -0,0 +1,234 @@
+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
+//
+// This software is provided 'as-is', without any express or implied warranty.
+// In no event will the authors be held liable for any damages arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it freely,
+// subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented;
+// you must not claim that you wrote the original software.
+// If you use this software in a product, an acknowledgment
+// in the product documentation would be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such,
+// and must not be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source distribution.
+//
+////////////////////////////////////////////////////////////
+
+#ifndef SFML_LISTENER_HPP
+#define SFML_LISTENER_HPP
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include
+#include
+
+
+namespace sf
+{
+////////////////////////////////////////////////////////////
+/// \brief The audio listener is the point in the scene
+/// from where all the sounds are heard
+///
+////////////////////////////////////////////////////////////
+class SFML_AUDIO_API Listener
+{
+public:
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Change the global volume of all the sounds and musics
+ ///
+ /// The volume is a number between 0 and 100; it is combined with
+ /// the individual volume of each sound / music.
+ /// The default value for the volume is 100 (maximum).
+ ///
+ /// \param volume New global volume, in the range [0, 100]
+ ///
+ /// \see getGlobalVolume
+ ///
+ ////////////////////////////////////////////////////////////
+ static void setGlobalVolume(float volume);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the current value of the global volume
+ ///
+ /// \return Current global volume, in the range [0, 100]
+ ///
+ /// \see setGlobalVolume
+ ///
+ ////////////////////////////////////////////////////////////
+ static float getGlobalVolume();
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Set the position of the listener in the scene
+ ///
+ /// The default listener's position is (0, 0, 0).
+ ///
+ /// \param x X coordinate of the listener's position
+ /// \param y Y coordinate of the listener's position
+ /// \param z Z coordinate of the listener's position
+ ///
+ /// \see getPosition, setDirection
+ ///
+ ////////////////////////////////////////////////////////////
+ static void setPosition(float x, float y, float z);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Set the position of the listener in the scene
+ ///
+ /// The default listener's position is (0, 0, 0).
+ ///
+ /// \param position New listener's position
+ ///
+ /// \see getPosition, setDirection
+ ///
+ ////////////////////////////////////////////////////////////
+ static void setPosition(const Vector3f& position);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the current position of the listener in the scene
+ ///
+ /// \return Listener's position
+ ///
+ /// \see setPosition
+ ///
+ ////////////////////////////////////////////////////////////
+ static Vector3f getPosition();
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Set the forward vector of the listener in the scene
+ ///
+ /// The direction (also called "at vector") is the vector
+ /// pointing forward from the listener's perspective. Together
+ /// with the up vector, it defines the 3D orientation of the
+ /// listener in the scene. The direction vector doesn't
+ /// have to be normalized.
+ /// The default listener's direction is (0, 0, -1).
+ ///
+ /// \param x X coordinate of the listener's direction
+ /// \param y Y coordinate of the listener's direction
+ /// \param z Z coordinate of the listener's direction
+ ///
+ /// \see getDirection, setUpVector, setPosition
+ ///
+ ////////////////////////////////////////////////////////////
+ static void setDirection(float x, float y, float z);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Set the forward vector of the listener in the scene
+ ///
+ /// The direction (also called "at vector") is the vector
+ /// pointing forward from the listener's perspective. Together
+ /// with the up vector, it defines the 3D orientation of the
+ /// listener in the scene. The direction vector doesn't
+ /// have to be normalized.
+ /// The default listener's direction is (0, 0, -1).
+ ///
+ /// \param direction New listener's direction
+ ///
+ /// \see getDirection, setUpVector, setPosition
+ ///
+ ////////////////////////////////////////////////////////////
+ static void setDirection(const Vector3f& direction);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the current forward vector of the listener in the scene
+ ///
+ /// \return Listener's forward vector (not normalized)
+ ///
+ /// \see setDirection
+ ///
+ ////////////////////////////////////////////////////////////
+ static Vector3f getDirection();
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Set the upward vector of the listener in the scene
+ ///
+ /// The up vector is the vector that points upward from the
+ /// listener's perspective. Together with the direction, it
+ /// defines the 3D orientation of the listener in the scene.
+ /// The up vector doesn't have to be normalized.
+ /// The default listener's up vector is (0, 1, 0). It is usually
+ /// not necessary to change it, especially in 2D scenarios.
+ ///
+ /// \param x X coordinate of the listener's up vector
+ /// \param y Y coordinate of the listener's up vector
+ /// \param z Z coordinate of the listener's up vector
+ ///
+ /// \see getUpVector, setDirection, setPosition
+ ///
+ ////////////////////////////////////////////////////////////
+ static void setUpVector(float x, float y, float z);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Set the upward vector of the listener in the scene
+ ///
+ /// The up vector is the vector that points upward from the
+ /// listener's perspective. Together with the direction, it
+ /// defines the 3D orientation of the listener in the scene.
+ /// The up vector doesn't have to be normalized.
+ /// The default listener's up vector is (0, 1, 0). It is usually
+ /// not necessary to change it, especially in 2D scenarios.
+ ///
+ /// \param upVector New listener's up vector
+ ///
+ /// \see getUpVector, setDirection, setPosition
+ ///
+ ////////////////////////////////////////////////////////////
+ static void setUpVector(const Vector3f& upVector);
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Get the current upward vector of the listener in the scene
+ ///
+ /// \return Listener's upward vector (not normalized)
+ ///
+ /// \see setUpVector
+ ///
+ ////////////////////////////////////////////////////////////
+ static Vector3f getUpVector();
+};
+
+} // namespace sf
+
+
+#endif // SFML_LISTENER_HPP
+
+
+////////////////////////////////////////////////////////////
+/// \class sf::Listener
+/// \ingroup audio
+///
+/// The audio listener defines the global properties of the
+/// audio environment, it defines where and how sounds and musics
+/// are heard. If sf::View is the eyes of the user, then sf::Listener
+/// is his ears (by the way, they are often linked together --
+/// same position, orientation, etc.).
+///
+/// sf::Listener is a simple interface, which allows to setup the
+/// listener in the 3D audio environment (position, direction and
+/// up vector), and to adjust the global volume.
+///
+/// Because the listener is unique in the scene, sf::Listener only
+/// contains static functions and doesn't have to be instantiated.
+///
+/// Usage example:
+/// \code
+/// // Move the listener to the position (1, 0, -5)
+/// sf::Listener::setPosition(1, 0, -5);
+///
+/// // Make it face the right axis (1, 0, 0)
+/// sf::Listener::setDirection(1, 0, 0);
+///
+/// // Reduce the global volume
+/// sf::Listener::setGlobalVolume(50);
+/// \endcode
+///
+////////////////////////////////////////////////////////////
diff --git a/dependencies/SFML/include/SFML/Audio/Music.hpp b/dependencies/SFML/include/SFML/Audio/Music.hpp
new file mode 100644
index 0000000..5351905
--- /dev/null
+++ b/dependencies/SFML/include/SFML/Audio/Music.hpp
@@ -0,0 +1,337 @@
+////////////////////////////////////////////////////////////
+//
+// SFML - Simple and Fast Multimedia Library
+// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
+//
+// This software is provided 'as-is', without any express or implied warranty.
+// In no event will the authors be held liable for any damages arising from the use of this software.
+//
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it freely,
+// subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented;
+// you must not claim that you wrote the original software.
+// If you use this software in a product, an acknowledgment
+// in the product documentation would be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such,
+// and must not be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source distribution.
+//
+////////////////////////////////////////////////////////////
+
+#ifndef SFML_MUSIC_HPP
+#define SFML_MUSIC_HPP
+
+////////////////////////////////////////////////////////////
+// Headers
+////////////////////////////////////////////////////////////
+#include
+#include
+#include
+#include
+#include
+#include
+#include
+
+
+namespace sf
+{
+class InputStream;
+
+////////////////////////////////////////////////////////////
+/// \brief Streamed music played from an audio file
+///
+////////////////////////////////////////////////////////////
+class SFML_AUDIO_API Music : public SoundStream
+{
+public:
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Structure defining a time range using the template type
+ ///
+ ////////////////////////////////////////////////////////////
+ template
+ struct Span
+ {
+ ////////////////////////////////////////////////////////////
+ /// \brief Default constructor
+ ///
+ ////////////////////////////////////////////////////////////
+ Span()
+ {
+
+ }
+
+ ////////////////////////////////////////////////////////////
+ /// \brief Initialization constructor
+ ///
+ /// \param off Initial Offset
+ /// \param len Initial Length
+ ///
+ ////////////////////////////////////////////////////////////
+ Span(T off, T len):
+ offset(off),
+ length(len)
+ {
+
+ }
+
+ T offset; ///< The beginning offset of the time range
+ T length; ///< The length of the time range
+ };
+
+ // Define the relevant Span types
+ typedef Span