mirror of
https://github.com/libretro/scummvm.git
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fd13b546a7
- 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
218 lines
8.0 KiB
C++
218 lines
8.0 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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#ifndef NEVERHOOD_SCENE_H
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#define NEVERHOOD_SCENE_H
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#include "common/array.h"
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#include "neverhood/neverhood.h"
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#include "neverhood/background.h"
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#include "neverhood/entity.h"
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#include "neverhood/graphics.h"
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#include "neverhood/klayman.h"
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#include "neverhood/module.h"
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#include "neverhood/palette.h"
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#include "neverhood/smackerplayer.h"
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#include "neverhood/sprite.h"
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#include "neverhood/staticdata.h"
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namespace Neverhood {
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class Scene : public Entity {
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public:
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Scene(NeverhoodEngine *vm, Module *parentModule, bool clearHitRects);
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virtual ~Scene();
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virtual void draw();
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void addEntity(Entity *entity);
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bool removeEntity(Entity *entity);
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void addSurface(BaseSurface *surface);
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bool removeSurface(BaseSurface *surface);
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Sprite *addSprite(Sprite *sprite);
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void removeSprite(Sprite *sprite);
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void setSurfacePriority(BaseSurface *surface, int priority);
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void setSpriteSurfacePriority(Sprite *sprite, int priority);
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void deleteSprite(Sprite **sprite);
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Background *addBackground(Background *background);
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void setBackground(uint32 fileHash, bool dirtyBackground = true);
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void changeBackground(uint32 fileHash);
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void setBackgroundY(int16 y) { _background->getSurface()->getDrawRect().y = y; }
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int16 getBackgroundY() { return _background->getSurface()->getDrawRect().y; }
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void setPalette(uint32 fileHash = 0);
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void setHitRects(uint32 id);
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Sprite *insertStaticSprite(uint32 fileHash, int surfacePriority);
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void insertMouse433(uint32 fileHash, NRect *mouseRect = NULL);
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void insertMouse435(uint32 fileHash, int16 x1, int16 x2);
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void insertNavigationMouse(uint32 fileHash, int type);
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void showMouse(bool visible);
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void changeMouseCursor(uint32 fileHash);
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SmackerPlayer *addSmackerPlayer(SmackerPlayer *smackerPlayer);
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void update();
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void leaveScene(uint32 result);
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// Some crazy templated functions to make the logic code smaller/simpler (imo!)
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// insertKlayman
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template<class T>
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void insertKlayman() {
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_klayman = (T*)addSprite(new T(_vm, this));
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}
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template<class T, class Arg1>
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void insertKlayman(Arg1 arg1) {
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_klayman = (T*)addSprite(new T(_vm, this, arg1));
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}
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template<class T, class Arg1, class Arg2>
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void insertKlayman(Arg1 arg1, Arg2 arg2) {
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_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2));
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}
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template<class T, class Arg1, class Arg2, class Arg3>
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void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
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_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
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void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
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_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
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void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
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_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
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void insertKlayman(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
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_klayman = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5, arg6));
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}
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// insertSprite
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template<class T>
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T* insertSprite() {
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return (T*)addSprite(new T(_vm));
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}
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template<class T, class Arg1>
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T* insertSprite(Arg1 arg1) {
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return (T*)addSprite(new T(_vm, arg1));
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}
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template<class T, class Arg1, class Arg2>
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T* insertSprite(Arg1 arg1, Arg2 arg2) {
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return (T*)addSprite(new T(_vm, arg1, arg2));
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}
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template<class T, class Arg1, class Arg2, class Arg3>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6));
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}
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// createSprite
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template<class T>
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T* createSprite() {
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return new T(_vm);
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}
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template<class T, class Arg1>
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T* createSprite(Arg1 arg1) {
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return new T(_vm, arg1);
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}
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template<class T, class Arg1, class Arg2>
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T* createSprite(Arg1 arg1, Arg2 arg2) {
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return new T(_vm, arg1, arg2);
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}
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template<class T, class Arg1, class Arg2, class Arg3>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
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return new T(_vm, arg1, arg2, arg3);
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
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return new T(_vm, arg1, arg2, arg3, arg4);
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
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return new T(_vm, arg1, arg2, arg3, arg4, arg5);
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
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return new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6);
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}
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protected:
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Module *_parentModule;
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Common::Array<Entity*> _entities;
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Common::Array<BaseSurface*> _surfaces;
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bool _surfaceFlag;
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Klayman *_klayman;
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Background *_background;
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Palette *_palette;
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SmackerPlayer *_smackerPlayer;
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MessageList *_messageList;
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MessageList *_messageList2;
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int _messageListStatus;
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uint _messageListCount;
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uint _messageListIndex;
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bool _systemCallbackFlag;
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bool _canAcceptInput;
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bool _isKlaymanBusy;
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bool _isMessageListBusy;
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Mouse *_mouseCursor;
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NPoint _mouseClickPos;
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bool _mouseClicked;
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bool _mouseCursorWasVisible;
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int _rectType;
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RectList *_rectList;
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DataResource _dataResource;
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HitRectList _hitRectList;
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void (Entity::*_savedUpdateHandlerCb)();
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uint32 (Entity::*_savedMessageHandlerCb)(int messageNum, const MessageParam ¶m, Entity *sender);
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bool _smackerDone;
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int _messageValue;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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void smackerUpdate();
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uint32 smackerHandleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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bool queryPositionSprite(int16 mouseX, int16 mouseY);
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bool queryPositionRectList(int16 mouseX, int16 mouseY);
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void setMessageList(uint32 id, bool canAcceptInput = true, bool systemCallbackFlag = false);
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void setMessageList(MessageList *messageList, bool canAcceptInput = true, bool systemCallbackFlag = false);
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bool setMessageList2(uint32 id, bool canAcceptInput = true, bool systemCallbackFlag = false);
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bool setMessageList2(MessageList *messageList, bool canAcceptInput = true, bool systemCallbackFlag = false);
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void processMessageList();
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void setRectList(uint32 id);
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void setRectList(RectList *rectList);
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void clearRectList();
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void loadHitRectList();
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void cancelMessageList();
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void loadDataResource(uint32 fileHash);
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uint16 convertMessageNum(uint32 messageNum);
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_SCENE_H */
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