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+/* 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