/* 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. * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ /* * BS_Kernel * --------- * This is the main class of the engine. * This class creates and manages all other Engine elements: the sound engine, graphics engine ... * It is not necessary to release all the items individually, this is performed by the Kernel class. * * Autor: Malte Thiesen */ #ifndef SWORD25_KERNEL_H #define SWORD25_KERNEL_H #include "common/scummsys.h" #include "common/random.h" #include "common/stack.h" #include "common/textconsole.h" #include "common/util.h" #include "engines/engine.h" #include "sword25/kernel/common.h" #include "sword25/kernel/resmanager.h" namespace Sword25 { // Class definitions class Service; class Geometry; class GraphicEngine; class ScriptEngine; class SoundEngine; class InputEngine; class PackageManager; class MoviePlayer; /** * This is the main engine class * * This class creates and manages all other engine components such as sound engine, graphics engine ... * It is not necessary to release all the items individually, this is performed by the Kernel class. */ class Kernel { public: /** * Returns the elapsed time since startup in milliseconds */ uint getMilliTicks(); /** * Specifies whether the kernel was successfully initialised */ bool getInitSuccess() const { return _initSuccess; } /** * Returns a pointer to the BS_ResourceManager */ ResourceManager *getResourceManager() { return _resourceManager; } /** * Returns a random number * @param Min The minimum allowed value * @param Max The maximum allowed value */ int getRandomNumber(int min, int max); /** * Returns a pointer to the active Gfx Service, or NULL if no Gfx service is active */ GraphicEngine *getGfx(); /** * Returns a pointer to the active Sfx Service, or NULL if no Sfx service is active */ SoundEngine *getSfx(); /** * Returns a pointer to the active input service, or NULL if no input service is active */ InputEngine *getInput(); /** * Returns a pointer to the active package manager, or NULL if no manager is active */ PackageManager *getPackage(); /** * Returns a pointer to the script engine, or NULL if it is not active */ ScriptEngine *getScript(); /** * Returns a pointer to the movie player, or NULL if it is not active */ MoviePlayer *getFMV(); /** * Pauses for the specified amount of time * @param Msecs The amount of time in milliseconds */ void sleep(uint msecs) const; /** * Returns the singleton instance for the kernel */ static Kernel *getInstance() { if (!_instance) _instance = new Kernel(); return _instance; } /** * Destroys the kernel instance * This method should only be called when the game is ended. No subsequent calls to any kernel * methods should be done after calling this method. */ static void deleteInstance() { if (_instance) { delete _instance; _instance = NULL; } } /** * Raises an error. This method is used in crashing testing. */ void crash() const { error("Kernel::Crash"); } private: // ----------------------------------------------------------------------------- // Constructor / destructor // Private singleton methods // ----------------------------------------------------------------------------- Kernel(); virtual ~Kernel(); // ----------------------------------------------------------------------------- // Singleton instance // ----------------------------------------------------------------------------- static Kernel *_instance; bool _initSuccess; // Specifies whether the engine was set up correctly // Random number generator // ----------------------- Common::RandomSource _rnd; // Resourcemanager // --------------- ResourceManager *_resourceManager; GraphicEngine *_gfx; SoundEngine *_sfx; InputEngine *_input; PackageManager *_package; ScriptEngine *_script; Geometry *_geometry; MoviePlayer *_fmv; bool registerScriptBindings(); }; } // End of namespace Sword25 #endif