scummvm/engines/zvision/zvision.h
richiesams 187c119e93 ZVISION: Create ResultAction 's for Add and Random.
Create class templates for PlayAnimation, PreloadAnimation, and Attenuate
2013-08-04 13:31:57 -05:00

97 lines
2.5 KiB
C++

/* 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 ZVISION_H
#define ZVISION_H
#include "common/random.h"
#include "common/events.h"
#include "engines/engine.h"
#include "zvision/script_manager.h"
#include "gui/debugger.h"
namespace ZVision {
struct ZVisionGameDescription;
class Console;
// our engine debug channels
enum {
kZDebugExample = 1 << 0,
kZDebugExample2 = 1 << 1
// next new channel must be 1 << 2 (4)
// the current limitation is 32 debug channels (1 << 31 is the last one)
};
class ZVision : public Engine {
public:
ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc);
~ZVision();
private:
Console *_console;
const ZVisionGameDescription *_gameDescription;
// We need random numbers
Common::RandomSource *_rnd;
ScriptManager *_scriptManager;
// To prevent allocation every time we process events
Common::Event _event;
bool _needsScreenUpdate;
public:
uint32 getFeatures() const;
Common::Language getLanguage() const;
virtual Common::Error run();
ScriptManager *getScriptManager() const;
Common::RandomSource *getRandomSource() const;
private:
void initialize();
void processEvents();
void onMouseDown(const Common::Point &pos);
void onMouseMove(const Common::Point &pos);
void onKeyDown(uint16 keyCode);
void updateScripts();
void updateAnimations(uint32 detaTimeMillis);
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(ZVision *vm) {}
virtual ~Console(void) {}
};
} // End of namespace ZVision
#endif