mirror of
https://github.com/libretro/scummvm.git
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364 lines
9.3 KiB
C++
364 lines
9.3 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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* 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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* 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_GAME_H
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#define WINTERMUTE_BASE_GAME_H
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#include "engines/wintermute/base/base_object.h"
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#include "engines/wintermute/base/timer.h"
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/math/rect32.h"
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#include "common/events.h"
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namespace Wintermute {
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typedef void (*ENGINE_LOG_CALLBACK)(char *text, bool result, void *data);
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class BaseSoundMgr;
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class BaseFader;
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class BaseFont;
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class BaseFileManager;
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class BaseTransitionMgr;
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class BaseFontStorage;
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class BaseGameMusic;
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class BaseQuickMsg;
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class BaseViewport;
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class BaseRenderer;
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class BaseRegistry;
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class BaseSurfaceStorage;
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class BaseKeyboardState;
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class BaseGameSettings;
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class ScEngine;
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class SXMath;
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class UIWindow;
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class VideoPlayer;
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class VideoTheoraPlayer;
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class SaveThumbHelper;
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class BaseGame: public BaseObject {
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public:
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DECLARE_PERSISTENT(BaseGame, BaseObject)
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virtual bool onScriptShutdown(ScScript *script);
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virtual bool onActivate(bool activate, bool refreshMouse);
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virtual bool onMouseLeftDown();
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virtual bool onMouseLeftUp();
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virtual bool onMouseLeftDblClick();
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virtual bool onMouseRightDblClick();
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virtual bool onMouseRightDown();
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virtual bool onMouseRightUp();
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virtual bool onMouseMiddleDown();
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virtual bool onMouseMiddleUp();
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virtual bool onPaint();
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virtual bool onWindowClose();
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bool isLeftDoubleClick();
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bool isRightDoubleClick();
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bool _autorunDisabled;
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uint32 _lastMiniUpdate;
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bool _miniUpdateEnabled;
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virtual void miniUpdate();
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void getMousePos(Point32 *Pos);
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Rect32 _mouseLockRect;
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bool _shuttingDown;
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virtual bool displayDebugInfo();
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void setShowFPS(bool enabled) { _debugShowFPS = enabled; }
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bool getSuspendedRendering() const { return _suspendedRendering; }
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TTextEncoding _textEncoding;
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bool _textRTL;
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virtual bool resetContent();
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void DEBUG_DumpClassRegistry();
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bool setWaitCursor(const char *filename);
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uint32 getSaveThumbWidth() const { return _thumbnailWidth; }
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uint32 getSaveThumbHeight() const { return _thumbnailHeight; }
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bool _editorMode;
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void getOffset(int *offsetX, int *offsetY) const;
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void setOffset(int32 offsetX, int32 offsetY);
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int getSequence();
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int32 _offsetY;
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int32 _offsetX;
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float _offsetPercentX;
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float _offsetPercentY;
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inline BaseObject *getMainObject() { return _mainObject; }
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inline BaseFont *getSystemFont() { return _systemFont; }
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bool initInput();
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bool initLoop();
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uint32 _currentTime;
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uint32 _deltaTime;
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// Init-functions:
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bool initConfManSettings();
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bool initRenderer();
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bool loadGameSettingsFile();
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bool initialize1();
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bool initialize2();
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bool initialize3();
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BaseTransitionMgr *_transMgr;
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// String Table
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void expandStringByStringTable(char **str) const;
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char *getKeyFromStringTable(const char *str) const;
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void LOG(bool res, const char *fmt, ...);
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BaseRenderer *_renderer;
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BaseSoundMgr *_soundMgr;
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ScEngine *_scEngine;
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BaseScriptable *_mathClass;
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BaseSurfaceStorage *_surfaceStorage;
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BaseFontStorage *_fontStorage;
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BaseGame(const Common::String &targetName);
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virtual ~BaseGame();
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bool _debugDebugMode;
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int32 _sequence;
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virtual bool loadFile(const char *filename);
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virtual bool loadBuffer(byte *buffer, bool complete = true);
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int32 _viewportSP;
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bool _suppressScriptErrors;
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bool _mouseLeftDown; // TODO: Hide
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virtual bool externalCall(ScScript *script, ScStack *stack, ScStack *thisStack, char *name);
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// scripting interface
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virtual ScValue *scGetProperty(const Common::String &name) override;
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virtual bool scSetProperty(const char *name, ScValue *value) override;
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virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
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virtual const char *scToString() override;
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// compatibility bits
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bool _compatKillMethodThreads;
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const char* getGameTargetName() const { return _targetName.c_str(); }
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void setGameTargetName(const Common::String& targetName) { _targetName = targetName; }
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uint32 _surfaceGCCycleTime;
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bool _smartCache; // RO
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bool _subtitles; // RO
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int32 _scheduledLoadSlot;
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bool getIsLoading() const { return _loading; }
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virtual bool handleMouseWheel(int32 delta);
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bool _quitting;
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virtual bool getVersion(byte *verMajor, byte *verMinor, byte *extMajor, byte *extMinor) const;
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virtual bool handleKeypress(Common::Event *event, bool printable = false);
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virtual void handleKeyRelease(Common::Event *event);
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bool unfreeze();
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bool freeze(bool includingMusic = true);
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bool focusWindow(UIWindow *window);
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bool _loadInProgress;
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UIWindow *_focusedWindow;
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bool _editorForceScripts;
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static void invalidateValues(void *value, void *data);
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bool loadSettings(const char *filename);
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bool displayWindows(bool inGame = false);
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bool _useD3D;
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virtual bool cleanup();
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bool loadGame(uint32 slot);
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bool loadGame(const char *filename);
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bool saveGame(int32 slot, const char *desc, bool quickSave = false);
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virtual bool showCursor();
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BaseObject *_activeObject;
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bool _interactive;
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TGameState _state;
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TGameState _origState;
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bool _origInteractive;
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const Timer *getTimer() const { return &_timerNormal; }
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const Timer *getLiveTimer() const { return &_timerLive; }
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private:
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Timer _timerNormal;
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Timer _timerLive;
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public:
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BaseObject *_capturedObject;
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Point32 _mousePos;
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bool validObject(BaseObject *object);
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bool unregisterObject(BaseObject *object);
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bool registerObject(BaseObject *object);
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void quickMessage(const char *text);
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void quickMessageForm(char *fmt, ...);
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bool displayQuickMsg();
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virtual bool displayContent(bool update = true, bool displayAll = false);
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virtual bool displayContentSimple();
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bool _forceNonStreamedSounds;
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void resetMousePos();
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int32 _subtitlesSpeed;
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void setInteractive(bool state);
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virtual bool windowLoadHook(UIWindow *win, char **buf, char **params);
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virtual bool windowScriptMethodHook(UIWindow *win, ScScript *script, ScStack *stack, const char *name);
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bool getCurrentViewportOffset(int *offsetX = nullptr, int *offsetY = nullptr) const;
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bool getCurrentViewportRect(Rect32 *rect, bool *custom = nullptr) const;
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bool popViewport();
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bool pushViewport(BaseViewport *Viewport);
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bool setActiveObject(BaseObject *Obj);
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BaseSprite *_lastCursor;
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bool drawCursor(BaseSprite *Cursor);
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SaveThumbHelper *_cachedThumbnail;
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void addMem(int32 bytes);
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bool _touchInterface;
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bool _constrainedMemory;
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protected:
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BaseFont *_systemFont;
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BaseFont *_videoFont;
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BaseSprite *_loadingIcon;
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int32 _loadingIconX;
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int32 _loadingIconY;
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int32 _loadingIconPersistent;
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BaseFader *_fader;
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int32 _freezeLevel;
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VideoPlayer *_videoPlayer;
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VideoTheoraPlayer *_theoraPlayer;
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private:
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bool _debugShowFPS;
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void *_debugLogFile;
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void DEBUG_DebugDisable();
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void DEBUG_DebugEnable(const char *filename = nullptr);
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BaseObject *_mainObject;
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bool _mouseRightDown;
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bool _mouseMidlleDown;
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BaseGameSettings *_settings;
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int32 _soundBufferSizeSec;
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virtual bool invalidateDeviceObjects();
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virtual bool restoreDeviceObjects();
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// TODO: This can probably be removed completely:
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bool _saveDirChecked;
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Common::String _localSaveDir;
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bool _loading;
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bool _reportTextureFormat;
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// FPS stuff
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uint32 _lastTime;
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uint32 _fpsTime;
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uint32 _framesRendered;
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Common::String _targetName;
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void setEngineLogCallback(ENGINE_LOG_CALLBACK callback = nullptr, void *data = nullptr);
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ENGINE_LOG_CALLBACK _engineLogCallback;
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void *_engineLogCallbackData;
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bool _videoSubtitles;
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bool _personalizedSave;
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uint32 _thumbnailWidth;
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uint32 _thumbnailHeight;
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void setWindowTitle();
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bool _suspendedRendering;
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BaseSprite *_cursorNoninteractive;
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BaseKeyboardState *_keyboardState;
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uint32 _fps;
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BaseGameMusic *_musicSystem;
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bool isVideoPlaying();
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bool stopVideo();
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BaseArray<BaseQuickMsg *> _quickMessages;
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BaseArray<UIWindow *> _windows;
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BaseArray<BaseViewport *> _viewportStack;
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BaseArray<BaseObject *> _regObjects;
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AnsiString getDeviceType() const;
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struct LastClickInfo {
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LastClickInfo() {
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posX = posY = 0;
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time = 0;
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}
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int32 posX;
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int32 posY;
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uint32 time;
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};
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LastClickInfo _lastClick[2];
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bool isDoubleClick(int32 buttonIndex);
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uint32 _usedMem;
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// TODO: This should be expanded into a proper class eventually:
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Common::String readRegistryString(const Common::String &key, const Common::String &initValue) const;
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protected:
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// WME Lite specific
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bool _autoSaveOnExit;
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uint32 _autoSaveSlot;
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bool _cursorHidden;
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public:
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void autoSaveOnExit();
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};
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} // End of namespace Wintermute
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#endif
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