/* 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 file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_ENGINE_H #define WINTERMUTE_BASE_ENGINE_H #include "common/str.h" #include "common/singleton.h" #include "common/random.h" #include "common/language.h" namespace Wintermute { class BaseFileManager; class BaseRegistry; class BaseGame; class BaseSoundMgr; class BaseRenderer; class SystemClassRegistry; class Timer; class BaseEngine : public Common::Singleton { void init(Common::Language lang); BaseFileManager *_fileManager; Common::String _gameId; BaseGame *_gameRef; // We need random numbers Common::RandomSource *_rnd; SystemClassRegistry *_classReg; public: BaseEngine(); ~BaseEngine(); static void createInstance(const Common::String &gameid, Common::Language lang); void setGameRef(BaseGame *gameRef) { _gameRef = gameRef; } Common::RandomSource *getRandomSource() { return _rnd; } uint32 randInt(int from, int to); SystemClassRegistry *getClassRegistry() { return _classReg; } BaseGame *getGameRef() { return _gameRef; } BaseFileManager *getFileManager() { return _fileManager; } BaseSoundMgr *getSoundMgr(); static BaseRenderer *getRenderer(); static const Timer *getTimer(); static const Timer *getLiveTimer(); static void LOG(bool res, const char *fmt, ...); const char *getGameId() { return _gameId.c_str(); } }; } // end of namespace Wintermute #endif