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197 lines
5.0 KiB
C++
197 lines
5.0 KiB
C++
/* 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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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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/*
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* BS_Kernel
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* ---------
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* This is the main class of the engine.
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* This class creates and manages all other Engine elements: the sound engine, graphics engine ...
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* It is not necessary to release all the items individually, this is performed by the Kernel class.
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*
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* Autor: Malte Thiesen
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*/
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#ifndef SWORD25_KERNEL_H
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#define SWORD25_KERNEL_H
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#include "common/scummsys.h"
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#include "common/random.h"
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#include "common/stack.h"
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#include "common/textconsole.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "sword25/kernel/common.h"
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#include "sword25/kernel/resmanager.h"
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namespace Sword25 {
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// Class definitions
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class Service;
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class Geometry;
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class GraphicEngine;
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class ScriptEngine;
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class SoundEngine;
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class InputEngine;
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class PackageManager;
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class MoviePlayer;
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/**
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* This is the main engine class
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*
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* This class creates and manages all other engine components such as sound engine, graphics engine ...
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* It is not necessary to release all the items individually, this is performed by the Kernel class.
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*/
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class Kernel {
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public:
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/**
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* Returns the elapsed time since startup in milliseconds
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*/
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uint getMilliTicks();
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/**
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* Specifies whether the kernel was successfully initialized
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*/
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bool getInitSuccess() const {
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return _initSuccess;
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}
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/**
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* Returns a pointer to the BS_ResourceManager
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*/
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ResourceManager *getResourceManager() {
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return _resourceManager;
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}
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/**
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* Returns a random number
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* @param Min The minimum allowed value
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* @param Max The maximum allowed value
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*/
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int getRandomNumber(int min, int max);
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/**
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* Returns a pointer to the active Gfx Service, or NULL if no Gfx service is active
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*/
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GraphicEngine *getGfx();
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/**
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* Returns a pointer to the active Sfx Service, or NULL if no Sfx service is active
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*/
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SoundEngine *getSfx();
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/**
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* Returns a pointer to the active input service, or NULL if no input service is active
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*/
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InputEngine *getInput();
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/**
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* Returns a pointer to the active package manager, or NULL if no manager is active
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*/
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PackageManager *getPackage();
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/**
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* Returns a pointer to the script engine, or NULL if it is not active
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*/
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ScriptEngine *getScript();
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/**
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* Returns a pointer to the movie player, or NULL if it is not active
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*/
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MoviePlayer *getFMV();
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/**
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* Pauses for the specified amount of time
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* @param Msecs The amount of time in milliseconds
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*/
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void sleep(uint msecs) const;
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/**
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* Returns the singleton instance for the kernel
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*/
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static Kernel *getInstance() {
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if (!_instance)
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_instance = new Kernel();
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return _instance;
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}
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/**
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* Destroys the kernel instance
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* This method should only be called when the game is ended. No subsequent calls to any kernel
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* methods should be done after calling this method.
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*/
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static void deleteInstance() {
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if (_instance) {
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delete _instance;
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_instance = NULL;
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}
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}
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/**
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* Raises an error. This method is used in crashing testing.
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*/
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void crash() const {
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error("Kernel::Crash");
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}
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private:
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// -----------------------------------------------------------------------------
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// Constructor / destructor
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// Private singleton methods
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// -----------------------------------------------------------------------------
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Kernel();
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virtual ~Kernel();
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// -----------------------------------------------------------------------------
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// Singleton instance
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// -----------------------------------------------------------------------------
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static Kernel *_instance;
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bool _initSuccess; // Specifies whether the engine was set up correctly
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// Random number generator
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// -----------------------
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Common::RandomSource _rnd;
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// Resourcemanager
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// ---------------
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ResourceManager *_resourceManager;
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GraphicEngine *_gfx;
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SoundEngine *_sfx;
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InputEngine *_input;
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PackageManager *_package;
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ScriptEngine *_script;
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Geometry *_geometry;
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MoviePlayer *_fmv;
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bool registerScriptBindings();
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};
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} // End of namespace Sword25
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#endif
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