scummvm/engines/dreamweb/dreamweb.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.
*
* $URL: https://svn.scummvm.org:4444/svn/dreamweb/dreamweb.h $
* $Id: dreamweb.h 77 2011-05-18 14:26:43Z digitall $
*
*/
#ifndef DREAMWEB_H
#define DREAMWEB_H
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#include "common/error.h"
#include "common/file.h"
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#include "common/random.h"
#include "common/rect.h"
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#include "common/savefile.h"
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#include "common/scummsys.h"
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#include "engines/engine.h"
#include "dreamweb/dreamgen.h"
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#include "dreamweb/console.h"
namespace DreamWeb {
// Engine Debug Flags
enum {
kDebugAnimation = (1 << 0),
kDebugSaveLoad = (1 << 1)
};
struct DreamWebGameDescription;
class DreamWebEngine : public Engine {
private:
DreamWebConsole *_console;
bool _vSyncInterrupt;
static DreamWebEngine *_instance;
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protected:
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
DreamWebEngine(OSystem *syst, const DreamWebGameDescription *gameDesc);
virtual ~DreamWebEngine();
static DreamWebEngine* instance() { return _instance; }
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void setVSyncInterrupt(bool flag);
void waitForVSync();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const char *desc);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
//dreamgen public api:
uint8 randomNumber() { return _rnd.getRandomNumber(255); }
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void openFile(const Common::String &name);
uint32 readFromFile(uint8 *data, unsigned size);
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uint32 skipBytes(uint32 bytes);
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void closeFile();
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void mouseCall(); //fill mouse pos and button state
void processEvents();
void setGraphicsMode();
void setPalette();
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void fadeDos();
void blit(const uint8 *src, int pitch, int x, int y, int w, int h);
void cls();
void getPalette(uint8 *data, uint start, uint count);
void setPalette(const uint8 *data, uint start, uint count);
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void openSaveFile(const Common::String &name);
uint writeToSaveFile(const uint8 *data, uint size);
private:
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void keyPressed(uint16 ascii);
const DreamWebGameDescription *_gameDescription;
Common::RandomSource _rnd;
Common::Point _mouse;
unsigned _mouseState;
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Common::File _file;
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Common::OutSaveFile *_saveFile;
dreamgen::Context _context;
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};
} // End of namespace DreamWeb
#endif