scummvm/engines/glk/frotz/glk_interface.h
2019-03-13 20:19:11 -07:00

266 lines
6.1 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 GLK_FROTZ_GLK_INTERFACE
#define GLK_FROTZ_GLK_INTERFACE
#include "glk/glk_api.h"
#include "glk/frotz/mem.h"
#include "glk/frotz/windows.h"
namespace Glk {
namespace Frotz {
#define zB(i) ((((i >> 10) & 0x1F) << 3) | (((i >> 10) & 0x1F) >> 2))
#define zG(i) ((((i >> 5) & 0x1F) << 3) | (((i >> 5) & 0x1F) >> 2))
#define zR(i) ((((i ) & 0x1F) << 3) | (((i ) & 0x1F) >> 2))
#define zRGB(i) _screen->format.RGBToColor(zR(i), zG(i), zB(i))
#define zcolor_NUMCOLORS (13)
enum SoundEffect {
EFFECT_PREPARE = 1,
EFFECT_PLAY = 2,
EFFECT_STOP = 3,
EFFECT_FINISH_WITH = 4
};
enum RestartAction {
RESTART_BEGIN = 0,
RESTART_WPROP_SET = 1,
RESTART_END = 2
};
class Pics;
/**
* Implements an intermediate interface on top of the GLK layer, providing screen
* and sound effect handling
*/
class GlkInterface : public GlkAPI, public virtual UserOptions, public virtual Mem {
private:
bool _reverseVideo;
public:
Pics *_pics;
zchar statusline[256];
uint zcolors[zcolor_NUMCOLORS];
int fixforced;
int curr_status_ht;
int mach_status_ht;
Windows _wp;
winid_t gos_status;
int gos_linepending;
zchar *gos_linebuf;
winid_t gos_linewin;
schanid_t gos_channel;
// Mouse data
int mwin;
int mouse_y;
int mouse_x;
int menu_selected;
// Window attributes
bool enable_wrapping;
bool enable_scripting;
bool enable_scrolling;
bool enable_buffering;
// Sound fields
int next_sample;
int next_volume;
bool _soundLocked;
bool _soundPlaying;
private:
/**
* Loads the pictures file for Infocom V6 games
*/
bool initPictures();
/**
* Displays the title screen for the game Beyond Zork
*/
void showBeyondZorkTitle();
/**
* Add any Sound subfolder or sound zip file for access
*/
void addSound();
/**
* Do a rounding division, rounding to even if fraction part is 1/2.
*/
uint roundDiv(uint x, uint y);
protected:
/**
* Return the length of the character in screen units.
*/
int os_char_width(zchar z);
/**
* Calculate the length of a word in screen units. Apart from letters,
* the word may contain special codes:
*
* ZC_NEW_STYLE - next character is a new text style
* ZC_NEW_FONT - next character is a new font
*/
int os_string_width(const zchar *s);
/**
* Return the length of a string
*/
int os_string_length(zchar *s);
/**
* Prepare a sample for playing
*/
void os_prepare_sample(int a);
/**
* Signal that a given sample is finished with
*/
void os_finish_with_sample(int a);
/**
* Play the given sample at the given volume (ranging from 1 to 8 and
* 255 meaning a default volume). The sound is played once or several
* times in the background (255 meaning forever). In Z-code 3 the
* repeats value is always 0 and the number of repeats is taken from
* the sound file itself. The end_of_sound function is called as soon
* as the sound finishes.
*/
void os_start_sample(int number, int volume, int repeats, zword eos);
/**
* Stop playing a given sound number
*/
void os_stop_sample(int a);
/**
* Make a beep sound
*/
void os_beep(int volume);
/**
* Return true if the given picture is available. If so, write the
* width and height of the picture into the appropriate variables.
* Only when picture 0 is asked for, write the number of available
* pictures and the release number instead.
*/
bool os_picture_data(int picture, uint *height, uint *width);
/**
* Display a picture at the given coordinates. Top left is (1,1).
*/
void os_draw_picture(int picture, const Common::Point &pos);
/**
* Display a picture using the specified bounds
*/
void os_draw_picture(int picture, const Common::Rect &r);
/**
* Return the colour of the pixel below the cursor. This is used by V6 games to print
* text on top of pictures. The coulor need not be in the standard set of Z-machine colours.
*/
int os_peek_color();
/**
* Call the IO interface to play a sample.
*/
void start_sample(int number, int volume, int repeats, zword eos);
void start_next_sample();
void gos_update_width();
void gos_update_height();
void reset_status_ht();
void erase_window(zword w);
void split_window(zword lines);
void restart_screen();
/**
* statusline overflowed the window size ... bad game!
* so ... split status text into regions, reformat and print anew.
*/
void packspaces(zchar *src, zchar *dst);
void smartstatusline();
/**
* Cancels any pending line
*/
void gos_cancel_pending_line();
/**
* Called during game restarts
*/
void os_restart_game(RestartAction stage) {}
/**
* Reads the mouse buttons
*/
zword os_read_mouse() {
// Not implemented
return 0;
}
void os_scrollback_char(zchar z) {
// Not implemented
}
void os_scrollback_erase(int amount) {
// Not implemented
}
/**
* Waits for a keypress
*/
zchar os_read_key(int timeout, bool show_cursor);
/**
* Waits for the user to type an input line
*/
zchar os_read_line(int max, zchar *buf, int timeout, int width, int continued);
public:
/**
* Constructor
*/
GlkInterface(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Destructor
*/
virtual ~GlkInterface();
/**
* Initialization
*/
void initialize();
};
} // End of namespace Frotz
} // End of namespace Glk
#endif