2013-07-03 22:50:40 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*
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*/
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#ifndef ZVISION_H
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#define ZVISION_H
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#include "common/random.h"
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#include "common/events.h"
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#include "engines/engine.h"
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2013-08-05 04:10:27 +00:00
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#include "graphics/pixelformat.h"
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2013-07-16 21:52:46 +00:00
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#include "zvision/detection.h"
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2013-08-05 04:54:53 +00:00
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#include "zvision/clock.h"
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2013-07-16 21:52:46 +00:00
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2013-07-03 22:50:40 +00:00
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#include "gui/debugger.h"
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2013-08-05 04:10:27 +00:00
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namespace Video {
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class VideoDecoder;
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}
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2013-07-03 22:50:40 +00:00
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namespace ZVision {
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struct ZVisionGameDescription;
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class Console;
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2013-07-11 05:08:00 +00:00
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class ScriptManager;
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2013-07-19 16:07:58 +00:00
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class RenderManager;
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2013-08-09 23:33:15 +00:00
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class CursorManager;
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2013-08-20 04:51:50 +00:00
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class RlfAnimation;
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2013-07-03 22:50:40 +00:00
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// our engine debug channels
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enum {
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kZDebugExample = 1 << 0,
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kZDebugExample2 = 1 << 1
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// next new channel must be 1 << 2 (4)
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// the current limitation is 32 debug channels (1 << 31 is the last one)
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};
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class ZVision : public Engine {
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public:
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ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc);
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~ZVision();
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2013-08-24 04:50:33 +00:00
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public:
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/**
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* A Rectangle centered inside the actual window. All in-game coordinates
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* are given in this coordinate space. Also, all images are clipped to the
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* edges of this Rectangle
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*/
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const Common::Rect _workingWindow;
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const Graphics::PixelFormat _pixelFormat;
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2013-07-03 22:50:40 +00:00
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private:
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2013-08-14 15:25:50 +00:00
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enum {
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WINDOW_WIDTH = 640,
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WINDOW_HEIGHT = 480,
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WORKING_WINDOW_WIDTH = 512,
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WORKING_WINDOW_HEIGHT = 320,
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ROTATION_SCREEN_EDGE_OFFSET = 60,
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2013-08-28 14:19:39 +00:00
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MAX_ROTATION_SPEED = 400 // Pixels per second
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2013-08-14 15:25:50 +00:00
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};
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2013-07-03 22:50:40 +00:00
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Console *_console;
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const ZVisionGameDescription *_gameDescription;
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2013-08-05 04:10:27 +00:00
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2013-08-06 00:07:55 +00:00
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const int _desiredFrameTime;
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2013-07-03 22:50:40 +00:00
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// We need random numbers
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Common::RandomSource *_rnd;
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2013-08-05 04:10:27 +00:00
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2013-07-08 21:04:18 +00:00
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// Managers
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2013-07-03 22:50:40 +00:00
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ScriptManager *_scriptManager;
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2013-07-19 16:07:58 +00:00
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RenderManager *_renderManager;
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2013-08-09 23:33:15 +00:00
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CursorManager *_cursorManager;
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2013-07-19 16:07:58 +00:00
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2013-08-05 04:10:27 +00:00
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// Clock
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2013-08-05 04:54:53 +00:00
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Clock _clock;
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2013-08-05 04:10:27 +00:00
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2013-07-03 22:50:40 +00:00
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// To prevent allocation every time we process events
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Common::Event _event;
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public:
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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2013-08-05 04:10:27 +00:00
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Common::Error run();
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2013-08-05 04:55:36 +00:00
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void pauseEngineIntern(bool pause);
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2013-08-05 04:10:27 +00:00
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2013-09-04 04:44:26 +00:00
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ScriptManager *getScriptManager() const { return _scriptManager; }
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RenderManager *getRenderManager() const { return _renderManager; }
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CursorManager *getCursorManager() const { return _cursorManager; }
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Common::RandomSource *getRandomSource() const { return _rnd; }
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ZVisionGameId getGameId() const { return _gameDescription->gameId; }
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2013-07-13 16:34:28 +00:00
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2013-08-14 17:04:13 +00:00
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/**
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* Play a video until it is finished. This is a blocking call. It will call
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* _clock.stop() when the video starts and _clock.start() when the video finishes.
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* It will also consume all events during video playback.
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*
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* @param videoDecoder The video to play
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* @param destRect Where to put the video. (In working window coords)
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* @param skippable If true, the video can be skipped at any time using [Spacebar]
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*/
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2013-08-10 22:10:06 +00:00
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void playVideo(Video::VideoDecoder &videoDecoder, const Common::Rect &destRect = Common::Rect(0, 0, 0, 0), bool skippable = true);
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2013-08-05 04:10:27 +00:00
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2013-08-20 04:51:50 +00:00
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void playAnimation(RlfAnimation *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
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2013-09-01 04:42:00 +00:00
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void playAnimation(Video::VideoDecoder *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
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2013-08-20 04:51:50 +00:00
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2013-08-14 17:04:13 +00:00
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/**
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* Utility method to cycle through all the cursors in the game. After
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* calling, use Left and Right arrows to cycle. Esc to quit. This is a
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* blocking function call.
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*/
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2013-08-09 19:51:18 +00:00
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void cycleThroughCursors();
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2013-07-03 22:50:40 +00:00
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private:
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void initialize();
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2013-08-14 17:04:13 +00:00
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/** Called every frame from ZVision::run() to process any events from EventMan */
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2013-07-03 22:50:40 +00:00
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void processEvents();
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2013-08-14 17:04:13 +00:00
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2013-06-19 19:12:03 +00:00
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void onMouseDown(const Common::Point &pos);
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2013-08-09 23:33:15 +00:00
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void onMouseUp(const Common::Point &pos);
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2013-06-19 19:12:03 +00:00
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void onMouseMove(const Common::Point &pos);
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2013-07-30 19:25:31 +00:00
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void onKeyDown(uint keyCode);
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2013-07-03 22:50:40 +00:00
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};
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} // End of namespace ZVision
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#endif
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