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143 lines
4.2 KiB
C++
143 lines
4.2 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 LASTEXPRESS_LASTEXPRESS_H
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#define LASTEXPRESS_LASTEXPRESS_H
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#include "lastexpress/debug.h"
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#include "lastexpress/eventhandler.h"
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#include "common/random.h"
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#include "engines/engine.h"
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#include "graphics/pixelformat.h"
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struct ADGameDescription;
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/**
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* This is the namespace of the LastExpress engine.
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*
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* Status of this engine:
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* The game is playable but still very buggy and missing crucial functionality:
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* - Resources: classes for the resource formats used by the game are mostly
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* complete (subtitles integration/cursor transparency are missing)
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* - Display: basic graphic manager functionality is implemented (transitions
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* and dirty rects handling are missing)
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* - Menu/Navigation: menu is done and navigation/hotspot handling are also
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* mostly implemented (with remaining bugs)
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* - Logic: all the hardcoded AI logic has been implemented, as well as the
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* shared entity code for drawing/handling of entities.
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* - Sound: most of the sound queue functionality is still missing
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* - Savegame: almost all the savegame code is still missing.
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*
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* Maintainers:
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* littleboy, jvprat, clone2727
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*
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* Supported games:
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* - The Last Express
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*/
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namespace LastExpress {
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class Cursor;
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class Font;
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class GraphicsManager;
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class Logic;
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class Menu;
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class ResourceManager;
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class SceneManager;
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class SoundManager;
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class LastExpressEngine : public Engine {
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protected:
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// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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public:
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LastExpressEngine(OSystem *syst, const ADGameDescription *gd);
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~LastExpressEngine() override;
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// Misc
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Common::RandomSource& getRandom() {return _random; }
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// Game
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Cursor *getCursor() const { return _cursor; }
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Font *getFont() const { return _font; }
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Logic *getGameLogic() const { return _logic; }
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Menu *getGameMenu() const { return _menu; }
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// Managers
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GraphicsManager *getGraphicsManager() const { return _graphicsMan; }
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ResourceManager *getResourceManager() const { return _resMan; }
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SceneManager *getSceneManager() const { return _sceneMan; }
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SoundManager *getSoundManager() const { return _soundMan; }
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// Event handling
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bool handleEvents();
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void pollEvents();
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void backupEventHandlers();
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void restoreEventHandlers();
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void setEventHandlers(EventHandler::EventFunction *eventMouse, EventHandler::EventFunction *eventTick);
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bool isDemo() const;
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// Frame Counter
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// TODO: all callers could use _system->getMillis() directly without extra conversions
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uint32 getFrameCounter() const;
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private:
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const ADGameDescription *_gameDescription;
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Graphics::PixelFormat _pixelFormat;
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// Misc
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Debugger *_debugger;
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Common::RandomSource _random;
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// Game
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Cursor *_cursor;
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Font *_font;
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Logic *_logic;
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Menu *_menu;
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// Frame counter
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uint32 _lastFrameCount;
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// Managers
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GraphicsManager *_graphicsMan;
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ResourceManager *_resMan;
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SceneManager *_sceneMan;
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SoundManager *_soundMan;
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// Event handlers
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EventHandler::EventFunction *_eventMouse;
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EventHandler::EventFunction *_eventTick;
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EventHandler::EventFunction *_eventMouseBackup;
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EventHandler::EventFunction *_eventTickBackup;
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};
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} // End of namespace LastExpress
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#endif // LASTEXPRESS_LASTEXPRESS_H
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