scummvm/engines/cine/main_loop.h
Kari Salminen 2ca52fc007 CINE: Add support for Operation Stealth.
Add support for Operation Stealth PC 16 and 256 color versions with
AdLib and Roland MT-32 sound. Add support for 20 extended savegames
(Thumbnails, playtime etc) for both Future Wars and Operation Stealth
(20 because it fits on screen using the original save/load interface).

Details:
 - Add versioning to Future Wars and Operation Stealth savegames.
 - Add fade in effect to both Future Wars and Operation Stealth.
 - Add mouse wheel support and keyboard support to moving in menus.
 - Map middle mouse button to pressing both left and right buttons.
 - Make interface more responsive (See manageEvents() and drawFrame()).
 - Amiga versions should be completable but sound may or may not work.
 - Atari ST versions completely untested.

Game options currently supported:
 - Using original save/load interface
 - Using transparent dialog boxes in 16 color scenes (Also for PC)

Console commands currently supported:
 - labyrinthCheat (For cheating in Operation Stealth's labyrinths)
 - disableLabyrinthCheat (Disabling labyrinth cheat)
 - disableHacks (Disabling hacks, useful for testing)
 - enableHacks (Enabling hacks, useful for testing. On by default)
2020-07-25 00:33:42 +02:00

57 lines
2.7 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 CINE_MAINLOOP_H
#define CINE_MAINLOOP_H
namespace Cine {
enum CallSource {
EXECUTE_PLAYER_INPUT, ///< Called from executePlayerInput function.
MAIN_LOOP_WAIT_FOR_PLAYER_CLICK, ///< Called from mainLoop function's waiting for player click section.
MAKE_MENU_CHOICE, ///< Called from makeMenuChoice function.
MAKE_SYSTEM_MENU, ///< Called from makeSystemMenu function.
MAKE_TEXT_ENTRY_MENU, ///< Called from makeTextEntryMenu function.
PROCESS_INVENTORY, ///< Called from processInventory function.
WAIT_PLAYER_INPUT ///< Called from waitPlayerInput function.
};
enum EventTarget {
UNTIL_MOUSE_BUTTON_UP_DOWN_UP, ///< Wait until first mouse buttons all up, then at least one down, finally all up.
UNTIL_MOUSE_BUTTON_DOWN_UP, ///< Wait until first at least one mouse button down, finally all up.
UNTIL_MOUSE_BUTTON_UP, ///< Wait until all mouse buttons up.
UNTIL_MOUSE_BUTTON_UP_AND_WAIT_ENDED, ///< Wait until all mouse buttons up and wait period (getTimerDelay()) ended.
UNTIL_MOUSE_BUTTON_UP_DOWN, ///< Wait until first all mouse buttons up, finally at least one down.
UNTIL_MOUSE_BUTTON_DOWN, ///< Wait until at least one mouse button down.
UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_UP_OR_DOWN_OR_IN_RECTS, ///< Wait until at least one mouse button down, up key pressed, down key pressed or mouse position in at least one of the given rectangles.
UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_INPUT, ///< Wait until at least one mouse button down or a key pressed.
UNTIL_WAIT_ENDED, ///< Wait until wait period (getTimerDelay()) ended.
EMPTY_EVENT_QUEUE ///< Empty the event queue.
};
void mainLoop(int bootScriptIdx);
void manageEvents(CallSource callSource, EventTarget eventTarget, bool useMaxMouseButtonState = false, Common::Array<Common::Rect> rects = Common::Array<Common::Rect>());
} // End of namespace Cine
#endif