scummvm/engines/lastexpress/lastexpress.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 2
* of the License, or (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef LASTEXPRESS_LASTEXPRESS_H
#define LASTEXPRESS_LASTEXPRESS_H
#include "lastexpress/debug.h"
#include "lastexpress/eventhandler.h"
#include "common/random.h"
#include "engines/engine.h"
#include "graphics/pixelformat.h"
struct ADGameDescription;
/**
* This is the namespace of the LastExpress engine.
*
* Status of this engine:
* The game is playable but still very buggy and missing crucial functionality:
* - Resources: classes for the resource formats used by the game are mostly
* complete (subtitles integration/cursor transparency are missing)
* - Display: basic graphic manager functionality is implemented (transitions
* and dirty rects handling are missing)
* - Menu/Navigation: menu is done and navigation/hotspot handling are also
* mostly implemented (with remaining bugs)
* - Logic: all the hardcoded AI logic has been implemented, as well as the
* shared entity code for drawing/handling of entities.
* - Sound: most of the sound queue functionality is still missing
* - Savegame: almost all the savegame code is still missing.
*
* Maintainers:
* littleboy, jvprat, clone2727
*
* Supported games:
* - The Last Express
*/
namespace LastExpress {
class Cursor;
class Font;
class GraphicsManager;
class Logic;
class Menu;
class ResourceManager;
class SceneManager;
class SoundManager;
class LastExpressEngine : public Engine {
protected:
// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
public:
LastExpressEngine(OSystem *syst, const ADGameDescription *gd);
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~LastExpressEngine() override;
// Misc
Common::RandomSource& getRandom() {return _random; }
// Game
Cursor *getCursor() const { return _cursor; }
Font *getFont() const { return _font; }
Logic *getGameLogic() const { return _logic; }
Menu *getGameMenu() const { return _menu; }
// Managers
GraphicsManager *getGraphicsManager() const { return _graphicsMan; }
ResourceManager *getResourceManager() const { return _resMan; }
SceneManager *getSceneManager() const { return _sceneMan; }
SoundManager *getSoundManager() const { return _soundMan; }
// Event handling
bool handleEvents();
void pollEvents();
void backupEventHandlers();
void restoreEventHandlers();
void setEventHandlers(EventHandler::EventFunction *eventMouse, EventHandler::EventFunction *eventTick);
bool isDemo() const;
// Frame Counter
// TODO: all callers could use _system->getMillis() directly without extra conversions
uint32 getFrameCounter() const;
private:
const ADGameDescription *_gameDescription;
Graphics::PixelFormat _pixelFormat;
// Misc
Debugger *_debugger;
Common::RandomSource _random;
// Game
Cursor *_cursor;
Font *_font;
Logic *_logic;
Menu *_menu;
// Frame counter
uint32 _lastFrameCount;
// Managers
GraphicsManager *_graphicsMan;
ResourceManager *_resMan;
SceneManager *_sceneMan;
SoundManager *_soundMan;
// Event handlers
EventHandler::EventFunction *_eventMouse;
EventHandler::EventFunction *_eventTick;
EventHandler::EventFunction *_eventMouseBackup;
EventHandler::EventFunction *_eventTickBackup;
};
} // End of namespace LastExpress
#endif // LASTEXPRESS_LASTEXPRESS_H