mirror of
https://github.com/libretro/scummvm.git
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195 lines
5.1 KiB
C++
195 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 GOB_PREGOB_PREGOB_H
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#define GOB_PREGOB_PREGOB_H
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#include "common/str.h"
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#include "common/array.h"
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#include "gob/util.h"
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#include "gob/aniobject.h"
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#include "gob/pregob/txtfile.h"
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namespace Gob {
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class GobEngine;
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class ANIFile;
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class Surface;
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class SoundDesc;
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class GCTFile;
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class PreGob {
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public:
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PreGob(GobEngine *vm);
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virtual ~PreGob();
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virtual void run() = 0;
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struct AnimProperties {
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uint16 animation;
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uint16 frame;
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ANIObject::Mode mode;
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bool visible;
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bool paused;
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bool hasPosition;
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int16 x;
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int16 y;
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};
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protected:
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typedef Common::Array<ANIObject *> ANIList;
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static const char kLanguageSuffixShort[5];
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static const char *kLanguageSuffixLong [5];
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GobEngine *_vm;
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// -- Graphics --
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/** Initialize the game screen. */
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void initScreen();
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void fadeOut(); ///< Fade to black.
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void fadeIn(); ///< Fade to the current palette.
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void clearScreen();
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/** Change the palette.
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*
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* @param palette The palette to change to.
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* @param size Size of the palette in colors.
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*/
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void setPalette(const byte *palette, uint16 size); ///< Change the palette
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/** Add a new cursor that can be manipulated to the stack. */
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void addCursor();
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/** Remove the top-most cursor from the stack. */
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void removeCursor();
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/** Set the current cursor. */
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void setCursor(Surface &sprite, int16 hotspotX, int16 hotspotY);
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/** Set the current cursor. */
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void setCursor(Surface &sprite, int16 left, int16 top, int16 right, int16 bottom,
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int16 hotspotX, int16 hotspotY);
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/** Show the cursor. */
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void showCursor();
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/** Hide the cursor. */
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void hideCursor();
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/** Is the cursor currently visible? */
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bool isCursorVisible() const;
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/** Remove an animation from the screen. */
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void clearAnim(ANIObject &anim);
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/** Draw an animation to the screen, advancing it. */
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void drawAnim(ANIObject &anim);
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/** Clear and draw an animation to the screen, advancing it. */
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void redrawAnim(ANIObject &anim);
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/** Remove animations from the screen. */
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void clearAnim(const ANIList &anims);
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/** Draw animations to the screen, advancing them. */
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void drawAnim(const ANIList &anims);
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/** Clear and draw animations to the screen, advancing them. */
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void redrawAnim(const ANIList &anims);
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void loadAnims(ANIList &anims, ANIFile &ani, uint count, const AnimProperties *props) const;
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void freeAnims(ANIList &anims) const;
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void setAnim(ANIObject &anim, const AnimProperties &props) const;
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/** Wait for the frame to end, handling screen updates and optionally update input. */
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void endFrame(bool doInput);
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// -- Sound --
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/** Load all sounds that can be played interactively in the game. */
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void loadSounds(const char * const *sounds, uint soundCount);
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/** Free all loaded sound. */
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void freeSounds();
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/** Play a loaded sound. */
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void playSound(uint sound, int16 frequency = 0, int16 repCount = 0);
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/** Stop all sound playback. */
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void stopSound();
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/** Play a sound until it ends or is interrupted by a keypress. */
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void playSoundFile(const Common::String &file, int16 frequency = 0, int16 repCount = 0, bool interruptible = true);
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/** Beep the PC speaker. */
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void beep(int16 frequency, int32 length);
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// -- Input --
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/** Check mouse and keyboard input. */
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int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
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/** Wait for mouse or keyboard input. */
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int16 waitInput (int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
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/** Wait for mouse or keyboard input, but don't care about what was done with the mouse. */
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int16 waitInput();
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/** Did we have mouse or keyboard input? */
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bool hasInput();
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// -- TXT helpers --
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/** Get the name of a localized file. */
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Common::String getLocFile(const Common::String &file) const;
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/** Open a TXT file. */
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TXTFile *loadTXT(const Common::String &txtFile, TXTFile::Format format) const;
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/** Called by loadTXT() to fix strings within the TXT file. */
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virtual void fixTXTStrings(TXTFile &txt) const;
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// -- GCT helpers --
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GCTFile *loadGCT(const Common::String &gctFile) const;
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private:
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/** Did we fade out? */
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bool _fadedOut;
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/** All loaded sounds. */
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Common::Array<SoundDesc> _sounds;
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/** Load a sound file. */
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bool loadSound(SoundDesc &sound, const Common::String &file) const;
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};
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} // End of namespace Gob
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#endif // GOB_PREGOB_PREGOB_H
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