scummvm/engines/neverhood/scene.h
johndoe123 fd13b546a7 NEVERHOOD: Rename stuff in the Scene class and clean up a little
- Try to stay close to the actual frame rate
- Also use the Smacker frame rate when a video is playing to
  keep videos in sync with the audio
2013-05-08 20:44:40 +02:00

218 lines
8.0 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.
*
*/
#ifndef NEVERHOOD_SCENE_H
#define NEVERHOOD_SCENE_H
#include "common/array.h"
#include "neverhood/neverhood.h"
#include "neverhood/background.h"
#include "neverhood/entity.h"
#include "neverhood/graphics.h"
#include "neverhood/klayman.h"
#include "neverhood/module.h"
#include "neverhood/palette.h"
#include "neverhood/smackerplayer.h"
#include "neverhood/sprite.h"
#include "neverhood/staticdata.h"
namespace Neverhood {
class Scene : public Entity {
public:
Scene(NeverhoodEngine *vm, Module *parentModule, bool clearHitRects);
virtual ~Scene();
virtual void draw();
void addEntity(Entity *entity);
bool removeEntity(Entity *entity);
void addSurface(BaseSurface *surface);
bool removeSurface(BaseSurface *surface);
Sprite *addSprite(Sprite *sprite);
void removeSprite(Sprite *sprite);
void setSurfacePriority(BaseSurface *surface, int priority);
void setSpriteSurfacePriority(Sprite *sprite, int priority);
void deleteSprite(Sprite **sprite);
Background *addBackground(Background *background);
void setBackground(uint32 fileHash, bool dirtyBackground = true);
void changeBackground(uint32 fileHash);
void setBackgroundY(int16 y) { _background->getSurface()->getDrawRect().y = y; }
int16 getBackgroundY() { return _background->getSurface()->getDrawRect().y; }
void setPalette(uint32 fileHash = 0);
void setHitRects(uint32 id);
Sprite *insertStaticSprite(uint32 fileHash, int surfacePriority);
void insertMouse433(uint32 fileHash, NRect *mouseRect = NULL);
void insertMouse435(uint32 fileHash, int16 x1, int16 x2);
void insertNavigationMouse(uint32 fileHash, int type);
void showMouse(bool visible);
void changeMouseCursor(uint32 fileHash);
SmackerPlayer *addSmackerPlayer(SmackerPlayer *smackerPlayer);
void update();
void leaveScene(uint32 result);
// Some crazy templated functions to make the logic code smaller/simpler (imo!)
// insertKlayman
template<class T>
void insertKlayman() {
_klayman = (T*)addSprite(new T(_vm, this));
}
template<class T, class Arg1>
void insertKlayman(Arg1 arg1) {
_klayman = (T*)addSprite(new T(_vm, this, arg1));
}
template<class T, class Arg1, class Arg2>
void insertKlayman(Arg1 arg1, Arg2 arg2) {
_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2));
}
template<class T, class Arg1, class Arg2, class Arg3>
void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3));
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4));
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5));
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5, arg6));
}
// insertSprite
template<class T>
T* insertSprite() {
return (T*)addSprite(new T(_vm));
}
template<class T, class Arg1>
T* insertSprite(Arg1 arg1) {
return (T*)addSprite(new T(_vm, arg1));
}
template<class T, class Arg1, class Arg2>
T* insertSprite(Arg1 arg1, Arg2 arg2) {
return (T*)addSprite(new T(_vm, arg1, arg2));
}
template<class T, class Arg1, class Arg2, class Arg3>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3));
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4));
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5));
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6));
}
// createSprite
template<class T>
T* createSprite() {
return new T(_vm);
}
template<class T, class Arg1>
T* createSprite(Arg1 arg1) {
return new T(_vm, arg1);
}
template<class T, class Arg1, class Arg2>
T* createSprite(Arg1 arg1, Arg2 arg2) {
return new T(_vm, arg1, arg2);
}
template<class T, class Arg1, class Arg2, class Arg3>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
return new T(_vm, arg1, arg2, arg3);
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
return new T(_vm, arg1, arg2, arg3, arg4);
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
return new T(_vm, arg1, arg2, arg3, arg4, arg5);
}
template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
return new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6);
}
protected:
Module *_parentModule;
Common::Array<Entity*> _entities;
Common::Array<BaseSurface*> _surfaces;
bool _surfaceFlag;
Klayman *_klayman;
Background *_background;
Palette *_palette;
SmackerPlayer *_smackerPlayer;
MessageList *_messageList;
MessageList *_messageList2;
int _messageListStatus;
uint _messageListCount;
uint _messageListIndex;
bool _systemCallbackFlag;
bool _canAcceptInput;
bool _isKlaymanBusy;
bool _isMessageListBusy;
Mouse *_mouseCursor;
NPoint _mouseClickPos;
bool _mouseClicked;
bool _mouseCursorWasVisible;
int _rectType;
RectList *_rectList;
DataResource _dataResource;
HitRectList _hitRectList;
void (Entity::*_savedUpdateHandlerCb)();
uint32 (Entity::*_savedMessageHandlerCb)(int messageNum, const MessageParam &param, Entity *sender);
bool _smackerDone;
int _messageValue;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
void smackerUpdate();
uint32 smackerHandleMessage(int messageNum, const MessageParam &param, Entity *sender);
bool queryPositionSprite(int16 mouseX, int16 mouseY);
bool queryPositionRectList(int16 mouseX, int16 mouseY);
void setMessageList(uint32 id, bool canAcceptInput = true, bool systemCallbackFlag = false);
void setMessageList(MessageList *messageList, bool canAcceptInput = true, bool systemCallbackFlag = false);
bool setMessageList2(uint32 id, bool canAcceptInput = true, bool systemCallbackFlag = false);
bool setMessageList2(MessageList *messageList, bool canAcceptInput = true, bool systemCallbackFlag = false);
void processMessageList();
void setRectList(uint32 id);
void setRectList(RectList *rectList);
void clearRectList();
void loadHitRectList();
void cancelMessageList();
void loadDataResource(uint32 fileHash);
uint16 convertMessageNum(uint32 messageNum);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_SCENE_H */