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https://github.com/libretro/scummvm.git
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256 lines
6.1 KiB
C++
256 lines
6.1 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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* 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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#ifndef ZVISION_ZVISION_H
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#define ZVISION_ZVISION_H
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#include "zvision/detection.h"
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#include "zvision/core/clock.h"
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#include "zvision/file/search_manager.h"
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#include "common/random.h"
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#include "common/events.h"
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#include "engines/engine.h"
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#include "graphics/pixelformat.h"
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#include "gui/debugger.h"
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namespace Video {
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class VideoDecoder;
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}
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/**
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* This is the namespace of the ZVision engine.
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*
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* Status of this engine: complete
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*
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* Games using this engine:
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* - Zork Nemesis: The Forbidden Lands
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* - Zork: Grand Inquisitor
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*
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*/
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namespace ZVision {
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struct ZVisionGameDescription;
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class Console;
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class ScriptManager;
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class RenderManager;
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class CursorManager;
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class StringManager;
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class SaveManager;
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class RLFDecoder;
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class MenuHandler;
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class TextRenderer;
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class Subtitle;
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class MidiManager;
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class ZVision : public Engine {
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public:
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ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc);
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~ZVision();
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public:
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/**
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* A Rectangle centered inside the actual window. All in-game coordinates
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* are given in this coordinate space. Also, all images are clipped to the
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* edges of this Rectangle
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*/
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Common::Rect _workingWindow;
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const Graphics::PixelFormat _resourcePixelFormat;
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const Graphics::PixelFormat _screenPixelFormat;
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private:
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enum {
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WINDOW_WIDTH = 640,
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WINDOW_HEIGHT = 480,
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// Zork nemesis working window sizes
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ZNM_WORKING_WINDOW_WIDTH = 512,
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ZNM_WORKING_WINDOW_HEIGHT = 320,
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// ZGI working window sizes
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ZGI_WORKING_WINDOW_WIDTH = 640,
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ZGI_WORKING_WINDOW_HEIGHT = 344,
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ROTATION_SCREEN_EDGE_OFFSET = 60,
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MAX_ROTATION_SPEED = 400, // Pixels per second
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KEYBUF_SIZE = 20
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};
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Console *_console;
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const ZVisionGameDescription *_gameDescription;
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const int _desiredFrameTime;
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// We need random numbers
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Common::RandomSource *_rnd;
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// Managers
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ScriptManager *_scriptManager;
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RenderManager *_renderManager;
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CursorManager *_cursorManager;
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SaveManager *_saveManager;
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StringManager *_stringManager;
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MenuHandler *_menu;
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SearchManager *_searchManager;
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TextRenderer *_textRenderer;
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MidiManager *_midiManager;
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// Clock
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Clock _clock;
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// Audio ID
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int _audioId;
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// To prevent allocation every time we process events
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Common::Event _event;
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int _frameRenderDelay;
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int _renderedFrameCount;
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int _fps;
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int16 _mouseVelocity;
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int16 _keyboardVelocity;
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bool _doubleFPS;
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bool _videoIsPlaying;
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uint8 _cheatBuffer[KEYBUF_SIZE];
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public:
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Error run();
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void pauseEngineIntern(bool pause);
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ScriptManager *getScriptManager() const {
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return _scriptManager;
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}
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RenderManager *getRenderManager() const {
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return _renderManager;
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}
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CursorManager *getCursorManager() const {
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return _cursorManager;
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}
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SaveManager *getSaveManager() const {
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return _saveManager;
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}
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StringManager *getStringManager() const {
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return _stringManager;
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}
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SearchManager *getSearchManager() const {
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return _searchManager;
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}
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TextRenderer *getTextRenderer() const {
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return _textRenderer;
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}
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MidiManager *getMidiManager() const {
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return _midiManager;
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}
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MenuHandler *getMenuHandler() const {
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return _menu;
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}
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Common::RandomSource *getRandomSource() const {
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return _rnd;
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}
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ZVisionGameId getGameId() const {
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return _gameDescription->gameId;
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}
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int16 getKeyboardVelocity() const {
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return _keyboardVelocity;
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}
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int16 getMouseVelocity() const {
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return _mouseVelocity;
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}
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uint8 getZvisionKey(Common::KeyCode scummKeyCode);
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void startClock() {
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_clock.start();
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}
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void stopClock() {
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_clock.stop();
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}
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/**
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* Play a video until it is finished. This is a blocking call. It will call
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* _clock.stop() when the video starts and _clock.start() when the video finishes.
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* It will also consume all events during video playback.
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*
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* @param videoDecoder The video to play
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* @param destRect Where to put the video. (In working window coords)
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* @param skippable If true, the video can be skipped at any time using [Spacebar]
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*/
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void playVideo(Video::VideoDecoder &videoDecoder, const Common::Rect &destRect = Common::Rect(0, 0, 0, 0), bool skippable = true, Subtitle *sub = NULL);
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Video::VideoDecoder *loadAnimation(const Common::String &fileName);
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Common::String generateSaveFileName(uint slot);
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void setRenderDelay(uint);
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bool canRender();
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static void fpsTimerCallback(void *refCon);
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void fpsTimer();
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int getFPS() const {
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return _fps;
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}
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GUI::Debugger *getDebugger();
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void syncSoundSettings();
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void loadSettings();
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void saveSettings();
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bool ifQuit();
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// Engine features
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bool hasFeature(EngineFeature f) const;
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bool canLoadGameStateCurrently();
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bool canSaveGameStateCurrently();
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Common::Error loadGameState(int slot);
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Common::Error saveGameState(int slot, const Common::String &desc);
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private:
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void initialize();
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void initFonts();
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void parseStrFile(const Common::String fileName);
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/** Called every frame from ZVision::run() to process any events from EventMan */
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void processEvents();
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void onMouseMove(const Common::Point &pos);
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void registerDefaultSettings();
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void shortKeys(Common::Event);
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void cheatCodes(uint8 key);
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void pushKeyToCheatBuf(uint8 key);
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bool checkCode(const char *code);
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uint8 getBufferedKey(uint8 pos);
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};
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} // End of namespace ZVision
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#endif
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