ZVISION: New base class similar to control for handling timers, music, etc...

This commit is contained in:
Marisa-Chan 2013-10-18 18:44:40 +00:00
parent 2050987fa1
commit 82348a74df
3 changed files with 133 additions and 1 deletions

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@ -29,7 +29,8 @@ MODULE_OBJS := \
zvision.o \
zfs_archive.o \
zork_avi_decoder.o \
zork_raw.o
zork_raw.o \
sidefx.o
MODULE_DIRS += \
engines/zvision

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@ -0,0 +1,36 @@
/* 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.
*
*/
#include "common/scummsys.h"
#include "zvision/sidefx.h"
#include "zvision/zvision.h"
#include "zvision/render_manager.h"
#include "zvision/utility.h"
#include "common/stream.h"
namespace ZVision {
} // End of namespace ZVision

95
engines/zvision/sidefx.h Normal file
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@ -0,0 +1,95 @@
/* 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 SIDEFX_H_INCLUDED
#define SIDEFX_H_INCLUDED
namespace Common {
class SeekableReadStream;
struct Point;
class WriteStream;
}
namespace ZVision {
class ZVision;
class SideFX {
public:
SideFX() : _engine(0), _key(0) {}
SideFX(ZVision *engine, uint32 key) : _engine(engine), _key(key) {}
virtual ~SideFX() {}
uint32 getKey() { return _key; }
virtual bool process(uint32 deltaTimeInMillis) { return false; }
/**
* Serialize a Control for save game use. This should only be used if a Control needs
* to save values that would be different from initialization. AKA a TimerNode needs to
* store the amount of time left on the timer. Any Controls overriding this *MUST* write
* their key as the first data outputted. The default implementation is NOP.
*
* NOTE: If this method is overridden, you MUST also override deserialize()
* and needsSerialization()
*
* @param stream Stream to write any needed data to
*/
virtual void serialize(Common::WriteStream *stream) {}
/**
* De-serialize data from a save game stream. This should only be implemented if the
* Control also implements serialize(). The calling method assumes the size of the
* data read from the stream exactly equals that written in serialize(). The default
* implementation is NOP.
*
* NOTE: If this method is overridden, you MUST also override serialize()
* and needsSerialization()
*
* @param stream Save game file stream
*/
virtual void deserialize(Common::SeekableReadStream *stream) {}
/**
* If a Control overrides serialize() and deserialize(), this should return true
*
* @return Does the Control need save game serialization?
*/
virtual inline bool needsSerialization() { return false; }
protected:
ZVision * _engine;
uint32 _key;
// Static member functions
public:
};
// TODO: Implement InputControl
// TODO: Implement SaveControl
// TODO: Implement SlotControl
// TODO: Implement SafeControl
// TODO: Implement FistControl
// TODO: Implement HotMovieControl
// TODO: Implement PaintControl
// TODO: Implement TilterControl
} // End of namespace ZVision
#endif // SIDEFX_H_INCLUDED