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c96b01b82e
I reduced the header includes a lot in Titanic.h and forward declared when I could. Titanic.h was including a lot and a lot of functions that were including it were not using its API. This will help make it more clear which implementation files are using which class since they will just need to include which ones they need. I also moved the debug related items in Titanic.h into the debugger header. I also reordered several of the the header includes to be local to global.
233 lines
5.1 KiB
C++
233 lines
5.1 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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*
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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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*
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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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#ifndef TITANIC_GAME_MANAGER_H
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#define TITANIC_GAME_MANAGER_H
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#include "common/scummsys.h"
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#include "titanic/game_state.h"
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#include "titanic/input_handler.h"
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#include "titanic/input_translator.h"
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#include "titanic/support/time_event_info.h" // class CTimeEventInfo
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#include "titanic/true_talk/true_talk_manager.h" // class CTrueTalkManager
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#include "titanic/sound/music_room.h"
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#include "titanic/sound/sound.h"
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namespace Titanic {
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class CBackgroundSoundMaker;
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class CGameView;
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class CMovie;
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class CMovieClip;
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class CProjectItem;
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class CRoomItem;
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class CScreenManager;
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class CTreeItem;
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class CViewItem;
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class CVideoSurface;
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class SimpleFile;
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class CGameManager {
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private:
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CTrueTalkManager _trueTalkManager;
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CTimeEventInfoList _timers;
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CTreeItem *_treeItem;
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CBackgroundSoundMaker *_soundMaker;
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CMovie *_movie;
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CRoomItem *_movieRoom;
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int _transitionCtr;
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CVideoSurface *_movieSurface;
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uint _lastDiskTicksCount;
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uint _tickCount2;
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private:
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/**
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* Generates a message for the next game frame
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*/
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void frameMessage(CRoomItem *room);
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/**
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* Handles any ongoing movie playback
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*/
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void updateMovies();
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/**
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* Handles a room transition
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*/
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void roomTransition(CRoomItem *oldRoom, CRoomItem *newRoom);
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public:
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CProjectItem *_project;
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CGameView *_gameView;
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CGameState _gameState;
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Rect _bounds;
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CInputHandler _inputHandler;
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CInputTranslator _inputTranslator;
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CTreeItem *_dragItem;
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CMusicRoom _musicRoom;
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CSound _sound;
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public:
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CGameManager(CProjectItem *project, CGameView *gameView, Audio::Mixer *mixer);
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~CGameManager();
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/**
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* Destroys and allocated tree item
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*/
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void destroyTreeItem();
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/**
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* Save data to a save file
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*/
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void save(SimpleFile *file);
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/**
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* Load data from a save file
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*/
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void load(SimpleFile *file);
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/**
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* Called when a game is about to be loaded
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*/
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void preLoad();
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/**
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* Called after loading a game has finished
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*/
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void postLoad(CProjectItem *project);
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/**
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* Called when a game is about to be saved
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*/
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void preSave(CProjectItem *project);
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/**
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* Called when a game has finished being saved
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*/
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void postSave();
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/**
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* Updates the game time when the last disk access started
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*/
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void updateDiskTicksCount();
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/**
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* Gets the current view
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*/
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CViewItem *getView() { return _gameState._gameLocation.getView(); }
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/**
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* Gets the current room node
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*/
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CNodeItem *getNode() { return _gameState._gameLocation.getNode(); }
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/**
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* Gets the current room
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*/
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CRoomItem *getRoom() { return _gameState._gameLocation.getRoom(); }
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/**
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* Lock the input handler
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*/
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void lockInputHandler() { _inputHandler.incLockCount(); }
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/**
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* Unlock the input handler
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*/
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void unlockInputHandler() { _inputHandler.decLockCount(); }
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/**
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* Plays a movie clip
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*/
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void playClip(CMovieClip *clip, CRoomItem *oldRoom, CRoomItem *newRoom);
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/**
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* Main frame update method for the game
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*/
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void update();
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/**
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* Called when the room changes
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*/
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void roomChange();
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/**
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* Returns true if no transition is currently in progress
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*/
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bool isntTransitioning() const { return !_transitionCtr; }
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/**
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* Increments the number of active transitions
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*/
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void incTransitions() { ++_transitionCtr; }
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/**
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* Decremenst the number of active transitions
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*/
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void decTransitions() { --_transitionCtr; }
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/**
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* Extends the bounds of the currently dirty area of the
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* game screen to include the specified area
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*/
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void addDirtyRect(const Rect &r);
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/**
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* Marks the entire screen as dirty, requiring redraw
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*/
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void markAllDirty();
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/**
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* Set and return the current screen manager
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*/
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CScreenManager *setScreenManager() const;
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/**
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* Adds a timer
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*/
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void addTimer(CTimeEventInfo *timer) { _timers.push_back(timer); }
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/**
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* Stops a timer
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*/
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void stopTimer(uint id) { _timers.stop(id); }
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/**
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* Flags whether the timer will be persisent across save & loads
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*/
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void setTimerPersisent(uint id, bool flag) {
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_timers.setPersisent(id, flag);
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}
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/**
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* Return the true talk manager
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*/
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CTrueTalkManager *getTalkManager() { return &_trueTalkManager; }
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/**
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* Return the full Id of the current view in a
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* room.node.view tuplet form
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*/
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CString getFullViewName();
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};
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} // End of namespace Titanic
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#endif /* TITANIC_GAME_MANAGER_H */
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