/* 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 "zvision/mouse_event.h" #include "gui/debugger.h" namespace Video { class VideoDecoder; } namespace ZVision { struct ZVisionGameDescription; class Console; class ScriptManager; class RenderManager; class CursorManager; 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 = 250 // 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; // Clock Clock _clock; // To store the current mouse events Common::List _mouseEvents; // 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; RenderManager *getRenderManager() const; CursorManager *getCursorManager() const; Common::RandomSource *getRandomSource() const; ZVisionGameId getGameId() const; /** * 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); /** * Register a MouseEvent with the event system. These will be checked at every * MOUSE_UP, MOUSE_DOWN, MOUSE_MOVE, etc. * * @param event The event to register */ void registerMouseEvent(const MouseEvent &event); bool removeMouseEvent(const uint32 key); /** Remove all MouseEvents from the event system */ void clearAllMouseEvents(); /** * 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(); 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