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Diffstat (limited to 'engines/zvision/zvision.h')
-rw-r--r-- | engines/zvision/zvision.h | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/engines/zvision/zvision.h b/engines/zvision/zvision.h new file mode 100644 index 0000000000..1a259d0a22 --- /dev/null +++ b/engines/zvision/zvision.h @@ -0,0 +1,158 @@ +/* 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 ZVISION_H +#define ZVISION_H + +#include "common/random.h" +#include "common/events.h" + +#include "engines/engine.h" + +#include "graphics/pixelformat.h" + +#include "zvision/detection.h" +#include "zvision/clock.h" + +#include "gui/debugger.h" + + +namespace Video { +class VideoDecoder; +} + +namespace ZVision { + +struct ZVisionGameDescription; +class Console; +class ScriptManager; +class RenderManager; +class CursorManager; +class SaveManager; +class RlfAnimation; + +// our engine debug channels +enum { + kZDebugExample = 1 << 0, + kZDebugExample2 = 1 << 1 + // next new channel must be 1 << 2 (4) + // the current limitation is 32 debug channels (1 << 31 is the last one) +}; + +class ZVision : public Engine { +public: + ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc); + ~ZVision(); + +public: + /** + * A Rectangle centered inside the actual window. All in-game coordinates + * are given in this coordinate space. Also, all images are clipped to the + * edges of this Rectangle + */ + const Common::Rect _workingWindow; + const Graphics::PixelFormat _pixelFormat; + +private: + enum { + WINDOW_WIDTH = 640, + WINDOW_HEIGHT = 480, + WORKING_WINDOW_WIDTH = 512, + WORKING_WINDOW_HEIGHT = 320, + + ROTATION_SCREEN_EDGE_OFFSET = 60, + MAX_ROTATION_SPEED = 400 // Pixels per second + }; + + Console *_console; + const ZVisionGameDescription *_gameDescription; + + const int _desiredFrameTime; + + // We need random numbers + Common::RandomSource *_rnd; + + // Managers + ScriptManager *_scriptManager; + RenderManager *_renderManager; + CursorManager *_cursorManager; + SaveManager *_saveManager; + + // Clock + Clock _clock; + + // To prevent allocation every time we process events + Common::Event _event; + +public: + uint32 getFeatures() const; + Common::Language getLanguage() const; + Common::Error run(); + void pauseEngineIntern(bool pause); + + ScriptManager *getScriptManager() const { return _scriptManager; } + RenderManager *getRenderManager() const { return _renderManager; } + CursorManager *getCursorManager() const { return _cursorManager; } + SaveManager *getSaveManager() const { return _saveManager; } + Common::RandomSource *getRandomSource() const { return _rnd; } + ZVisionGameId getGameId() const { return _gameDescription->gameId; } + + /** + * Play a video until it is finished. This is a blocking call. It will call + * _clock.stop() when the video starts and _clock.start() when the video finishes. + * It will also consume all events during video playback. + * + * @param videoDecoder The video to play + * @param destRect Where to put the video. (In working window coords) + * @param skippable If true, the video can be skipped at any time using [Spacebar] + */ + void playVideo(Video::VideoDecoder &videoDecoder, const Common::Rect &destRect = Common::Rect(0, 0, 0, 0), bool skippable = true); + + void playAnimation(RlfAnimation *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES); + void playAnimation(Video::VideoDecoder *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES); + + /** + * Utility method to cycle through all the cursors in the game. After + * calling, use Left and Right arrows to cycle. Esc to quit. This is a + * blocking function call. + */ + void cycleThroughCursors(); + + Common::String generateSaveFileName(uint slot); + Common::String generateAutoSaveFileName(); + +private: + void initialize(); + + /** Called every frame from ZVision::run() to process any events from EventMan */ + void processEvents(); + + void onMouseDown(const Common::Point &pos); + void onMouseUp(const Common::Point &pos); + void onMouseMove(const Common::Point &pos); + void onKeyDown(uint keyCode); +}; + +} // End of namespace ZVision + +#endif |