scummvm/engines/zvision/zvision.h

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