scummvm/engines/wintermute/base/base_game.h
2012-09-04 22:17:23 +02:00

363 lines
9.1 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_GAME_H
#define WINTERMUTE_BASE_GAME_H
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/base_object.h"
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/math/rect32.h"
#include "common/events.h"
namespace Wintermute {
typedef void (*ENGINE_LOG_CALLBACK)(char *text, bool result, void *data);
class BaseSoundMgr;
class BaseFader;
class BaseFont;
class BaseFileManager;
class BaseTransitionMgr;
class ScEngine;
class BaseFontStorage;
class BaseStringTable;
class BaseQuickMsg;
class UIWindow;
class BaseViewport;
class BaseRenderer;
class BaseRegistry;
class BaseSaveThumbHelper;
class BaseSurfaceStorage;
class SXMath;
class BaseKeyboardState;
class VideoPlayer;
class VideoTheoraPlayer;
#define NUM_MUSIC_CHANNELS 5
class BaseGame: public BaseObject {
public:
DECLARE_PERSISTENT(BaseGame, BaseObject)
virtual bool onScriptShutdown(ScScript *script);
virtual bool onActivate(bool activate, bool refreshMouse);
virtual bool onMouseLeftDown();
virtual bool onMouseLeftUp();
virtual bool onMouseLeftDblClick();
virtual bool onMouseRightDblClick();
virtual bool onMouseRightDown();
virtual bool onMouseRightUp();
virtual bool onMouseMiddleDown();
virtual bool onMouseMiddleUp();
virtual bool onPaint();
virtual bool onWindowClose();
bool isLeftDoubleClick();
bool isRightDoubleClick();
bool _autorunDisabled;
uint32 _lastMiniUpdate;
bool _miniUpdateEnabled;
virtual void miniUpdate();
void getMousePos(Point32 *Pos);
Rect32 _mouseLockRect;
bool _shuttingDown;
virtual bool displayDebugInfo();
bool _debugShowFPS;
bool _suspendedRendering;
int _soundBufferSizeSec;
TTextEncoding _textEncoding;
bool _textRTL;
virtual bool resetContent();
void DEBUG_DumpClassRegistry();
bool setWaitCursor(const char *filename);
int _thumbnailWidth;
int _thumbnailHeight;
bool _editorMode;
void getOffset(int *offsetX, int *offsetY);
void setOffset(int offsetX, int offsetY);
int getSequence();
int _offsetY;
int _offsetX;
float _offsetPercentX;
float _offsetPercentY;
BaseObject *_mainObject;
bool initInput();
bool initLoop();
uint32 _currentTime;
uint32 _deltaTime;
BaseFont *_systemFont;
BaseFont *_videoFont;
bool initialize1();
bool initialize2();
bool initialize3();
BaseTransitionMgr *_transMgr;
void LOG(bool res, const char *fmt, ...);
BaseRenderer *_renderer;
BaseSoundMgr *_soundMgr;
ScEngine *_scEngine;
SXMath *_mathClass;
BaseSurfaceStorage *_surfaceStorage;
BaseFontStorage *_fontStorage;
BaseGame(const Common::String &gameId);
virtual ~BaseGame();
void DEBUG_DebugDisable();
void DEBUG_DebugEnable(const char *filename = NULL);
bool _debugDebugMode;
void *_debugLogFile;
int _sequence;
virtual bool loadFile(const char *filename);
virtual bool loadBuffer(byte *buffer, bool complete = true);
int _viewportSP;
BaseStringTable *_stringTable;
int _settingsResWidth;
int _settingsResHeight;
char *_settingsGameFile;
bool _suppressScriptErrors;
bool _mouseLeftDown; // TODO: Hide
virtual bool externalCall(ScScript *script, ScStack *stack, ScStack *thisStack, char *name);
// scripting interface
virtual ScValue *scGetProperty(const char *name);
virtual bool scSetProperty(const char *name, ScValue *value);
virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
virtual const char *scToString();
// compatibility bits
bool _compatKillMethodThreads;
const char* getGameId() { return _gameId.c_str(); }
void setGameId(const Common::String& gameId) { _gameId = gameId; }
uint32 _surfaceGCCycleTime;
bool _smartCache; // RO
bool _subtitles; // RO
int _scheduledLoadSlot;
bool _loading;
virtual bool handleMouseWheel(int delta);
bool _quitting;
virtual bool getVersion(byte *verMajor, byte *verMinor, byte *extMajor, byte *extMinor);
virtual bool handleKeypress(Common::Event *event, bool printable = false);
virtual void handleKeyRelease(Common::Event *event);
bool unfreeze();
bool freeze(bool includingMusic = true);
bool focusWindow(UIWindow *window);
bool _loadInProgress;
UIWindow *_focusedWindow;
bool _editorForceScripts;
static void invalidateValues(void *value, void *data);
bool loadSettings(const char *filename);
bool displayWindows(bool inGame = false);
bool _useD3D;
virtual bool cleanup();
bool loadGame(int slot);
bool loadGame(const char *filename);
bool saveGame(int slot, const char *desc, bool quickSave = false);
virtual bool showCursor();
BaseObject *_activeObject;
bool _interactive;
TGameState _state;
TGameState _origState;
bool _origInteractive;
uint32 _timer;
uint32 _timerDelta;
uint32 _timerLast;
uint32 _liveTimer;
uint32 _liveTimerDelta;
uint32 _liveTimerLast;
BaseObject *_capturedObject;
Point32 _mousePos;
bool validObject(BaseObject *object);
bool unregisterObject(BaseObject *object);
bool registerObject(BaseObject *object);
void quickMessage(const char *text);
void quickMessageForm(char *fmt, ...);
bool displayQuickMsg();
virtual bool displayContent(bool update = true, bool displayAll = false);
virtual bool displayContentSimple();
bool _forceNonStreamedSounds;
void resetMousePos();
int _subtitlesSpeed;
void setInteractive(bool state);
virtual bool windowLoadHook(UIWindow *win, char **buf, char **params);
virtual bool windowScriptMethodHook(UIWindow *win, ScScript *script, ScStack *stack, const char *name);
bool getCurrentViewportOffset(int *offsetX = NULL, int *offsetY = NULL);
bool getCurrentViewportRect(Rect32 *rect, bool *custom = NULL);
bool popViewport();
bool pushViewport(BaseViewport *Viewport);
bool setActiveObject(BaseObject *Obj);
BaseSprite *_lastCursor;
bool drawCursor(BaseSprite *Cursor);
BaseSaveThumbHelper *_cachedThumbnail;
void addMem(int bytes);
bool _touchInterface;
bool _constrainedMemory;
protected:
BaseSprite *_loadingIcon;
int _loadingIconX;
int _loadingIconY;
int _loadingIconPersistent;
BaseFader *_fader;
int _freezeLevel;
VideoPlayer *_videoPlayer;
VideoTheoraPlayer *_theoraPlayer;
private:
bool _mouseRightDown;
bool _mouseMidlleDown;
bool _settingsRequireAcceleration;
bool _settingsAllowWindowed;
bool _settingsAllowAdvanced;
bool _settingsAllowAccessTab;
bool _settingsAllowAboutTab;
bool _settingsRequireSound;
bool _settingsAllowDesktopRes;
int _settingsTLMode;
virtual bool invalidateDeviceObjects();
virtual bool restoreDeviceObjects();
char *_localSaveDir;
bool _saveDirChecked;
bool _richSavedGames;
char *_savedGameExt;
bool _reportTextureFormat;
// FPS stuff
uint32 _lastTime;
uint32 _fpsTime;
uint32 _framesRendered;
Common::String _gameId;
void setEngineLogCallback(ENGINE_LOG_CALLBACK callback = NULL, void *data = NULL);
ENGINE_LOG_CALLBACK _engineLogCallback;
void *_engineLogCallbackData;
bool _videoSubtitles;
uint32 _musicStartTime[NUM_MUSIC_CHANNELS];
bool _compressedSavegames;
bool _personalizedSave;
void setWindowTitle();
bool resumeMusic(int channel);
bool setMusicStartTime(int channel, uint32 time);
bool pauseMusic(int channel);
bool stopMusic(int channel);
bool playMusic(int channel, const char *filename, bool looping = true, uint32 loopStart = 0);
BaseSound *_music[NUM_MUSIC_CHANNELS];
bool _musicCrossfadeRunning;
bool _musicCrossfadeSwap;
uint32 _musicCrossfadeStartTime;
uint32 _musicCrossfadeLength;
int _musicCrossfadeChannel1;
int _musicCrossfadeChannel2;
BaseSprite *_cursorNoninteractive;
BaseKeyboardState *_keyboardState;
uint32 _fps;
bool updateMusicCrossfade();
bool isVideoPlaying();
bool stopVideo();
BaseArray<BaseQuickMsg *> _quickMessages;
BaseArray<UIWindow *> _windows;
BaseArray<BaseViewport *> _viewportStack;
BaseArray<BaseObject *> _regObjects;
AnsiString getDeviceType() const;
struct LastClickInfo {
LastClickInfo() {
posX = posY = 0;
time = 0;
}
int posX;
int posY;
uint32 time;
};
LastClickInfo _lastClick[2];
bool isDoubleClick(int buttonIndex);
uint32 _usedMem;
protected:
// WME Lite specific
bool _autoSaveOnExit;
int _autoSaveSlot;
bool _cursorHidden;
public:
void autoSaveOnExit();
};
} // end of namespace Wintermute
#endif