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152 lines
3.6 KiB
C++
152 lines
3.6 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#ifndef ENGINE_H
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#define ENGINE_H
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#include "scene.h"
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#include "textobject.h"
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#include <cstdlib>
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#include <list>
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#include <SDL_keysym.h>
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class Actor;
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// Fake SDLK_* values for joystick and mouse events
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enum {
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SDLK_JOY1_B1 = SDLK_LAST,
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SDLK_JOY1_B2,
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SDLK_JOY1_B3,
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SDLK_JOY1_B4,
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SDLK_JOY1_B5,
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SDLK_JOY1_B6,
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SDLK_JOY1_B7,
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SDLK_JOY1_B8,
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SDLK_JOY1_B9,
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SDLK_JOY1_B10,
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SDLK_JOY1_HLEFT,
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SDLK_JOY1_HUP,
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SDLK_JOY1_HRIGHT,
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SDLK_JOY1_HDOWN,
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SDLK_JOY2_B1,
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SDLK_JOY2_B2,
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SDLK_JOY2_B3,
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SDLK_JOY2_B4,
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SDLK_JOY2_B5,
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SDLK_JOY2_B6,
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SDLK_JOY2_B7,
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SDLK_JOY2_B8,
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SDLK_JOY2_B9,
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SDLK_JOY2_B10,
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SDLK_JOY2_HLEFT,
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SDLK_JOY2_HUP,
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SDLK_JOY2_HRIGHT,
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SDLK_JOY2_HDOWN,
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SDLK_MOUSE_B1,
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SDLK_MOUSE_B2,
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SDLK_MOUSE_B3,
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SDLK_MOUSE_B4,
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SDLK_AXIS_JOY1_X,
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SDLK_AXIS_JOY1_Y,
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SDLK_AXIS_JOY1_Z,
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SDLK_AXIS_JOY1_R,
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SDLK_AXIS_JOY1_U,
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SDLK_AXIS_JOY1_V,
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SDLK_AXIS_JOY2_X,
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SDLK_AXIS_JOY2_Y,
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SDLK_AXIS_JOY2_Z,
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SDLK_AXIS_JOY2_R,
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SDLK_AXIS_JOY2_U,
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SDLK_AXIS_JOY2_V,
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SDLK_AXIS_MOUSE_X,
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SDLK_AXIS_MOUSE_Y,
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SDLK_AXIS_MOUSE_Z,
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SDLK_EXTRA_LAST
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};
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class Engine {
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public:
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static Engine *instance() {
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if (instance_ == NULL)
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instance_ = new Engine;
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return instance_;
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}
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void mainLoop();
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unsigned frameStart() const { return frameStart_; }
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unsigned frameTime() const { return frameTime_; }
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float perSecond(float rate) const { return rate * frameTime_ / 1000; }
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void enableControl(int num) { controlsEnabled_[num] = true; }
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void disableControl(int num) { controlsEnabled_[num] = false; }
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void registerActor(Actor *a) { actors_.push_back(a); }
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void setScene(const char *name);
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Scene *currScene() { return currScene_; }
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const char *sceneName() const { return currScene_->name(); }
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typedef std::list<Actor *> actor_list_type;
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actor_list_type::const_iterator actorsBegin() const {
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return actors_.begin();
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}
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actor_list_type::const_iterator actorsEnd() const {
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return actors_.end();
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}
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void setSelectedActor(Actor *a) { selectedActor_ = a; }
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Actor *selectedActor() { return selectedActor_; }
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typedef std::list<TextObject *> text_list_type;
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text_list_type::const_iterator textsBegin() const {
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return textObjects_.begin();
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}
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text_list_type::const_iterator textsEnd() const {
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return textObjects_.end();
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}
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void registerTextObject(TextObject *a) { textObjects_.push_back(a); }
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void killTextObject(TextObject *a) {
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textObjects_.remove(a);
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}
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void killTextObjects() {
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while (!textObjects_.empty()) {
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delete textObjects_.back();
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textObjects_.pop_back();
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}
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}
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private:
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static Engine *instance_;
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Engine();
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~Engine() { }
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Scene *currScene_;
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unsigned frameStart_, frameTime_;
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bool controlsEnabled_[SDLK_EXTRA_LAST];
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actor_list_type actors_;
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Actor *selectedActor_;
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text_list_type textObjects_;
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};
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#endif
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