aboutsummaryrefslogtreecommitdiff
path: root/engines/gob/pregob/pregob.h
blob: e62a59042b4a7b6d529ed7fc05c1837651fbaceb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
/* 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 GOB_PREGOB_PREGOB_H
#define GOB_PREGOB_PREGOB_H

#include "common/str.h"
#include "common/array.h"

#include "gob/util.h"

#include "gob/sound/sounddesc.h"

#include "gob/pregob/txtfile.h"

namespace Gob {

class GobEngine;
class Surface;

class ANIObject;

class PreGob {
public:
	PreGob(GobEngine *vm);
	virtual ~PreGob();

	virtual void run() = 0;

protected:
	static const char  kLanguageSuffixShort[5];
	static const char *kLanguageSuffixLong [5];


	// -- Graphics --

	/** Initialize the game screen. */
	void initScreen();

	void fadeOut(); ///< Fade to black.
	void fadeIn();  ///< Fade to the current palette.

	void clearScreen();

	/** Change the palette.
	 *
	 *  @param palette The palette to change to.
	 *  @param size Size of the palette in colors.
	 */
	void setPalette(const byte *palette, uint16 size); ///< Change the palette

	/** Add a new cursor that can be manipulated to the stack. */
	void addCursor();
	/** Remove the top-most cursor from the stack. */
	void removeCursor();

	/** Set the current cursor. */
	void setCursor(Surface &sprite, int16 hotspotX, int16 hotspotY);
	/** Set the current cursor. */
	void setCursor(Surface &sprite, int16 left, int16 top, int16 right, int16 bottom,
	               int16 hotspotX, int16 hotspotY);

	/** Show the cursor. */
	void showCursor();
	/** Hide the cursor. */
	void hideCursor();

	/** Is the cursor currently visible? */
	bool isCursorVisible() const;

	/** Remove an animation from the screen. */
	void clearAnim(ANIObject &ani);
	/** Draw an animation to the screen, advancing it. */
	void drawAnim(ANIObject &ani);
	/** Clear and draw an animation to the screen, advancing it. */
	void redrawAnim(ANIObject &ani);

	/** Wait for the frame to end, handling screen updates and optionally update input. */
	void endFrame(bool doInput);


	// -- Sound --

	/** Load all sounds that can be played interactively in the game. */
	void loadSounds(const char * const *sounds, uint soundCount);
	/** Free all loaded sound. */
	void freeSounds();

	/** Play a loaded sound. */
	void playSound(uint sound, int16 frequency = 0, int16 repCount = 0);
	/** Stop all sound playback. */
	void stopSound();

	/** Play a sound until it ends or is interrupted by a keypress. */
	void playSoundFile(const Common::String &file, int16 frequency = 0, int16 repCount = 0, bool interruptible = true);


	// -- Input --

	/** Check mouse and keyboard input. */
	int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
	/** Wait for mouse or keyboard input. */
	int16 waitInput (int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
	/** Wait for mouse or keyboard input, but don't care about what was done with the mouse. */
	int16 waitInput();
	/** Did we have mouse or keyboard input? */
	bool  hasInput();


	// -- TXT helpers --

	/** Get the name of a localized file. */
	Common::String getLocFile(const Common::String &file) const;
	/** Open a TXT file. */
	TXTFile *loadTXT(const Common::String &txtFile, TXTFile::Format format) const;

	/** Called by loadTXT() to fix strings within the TXT file. */
	virtual void fixTXTStrings(TXTFile &txt) const;


	GobEngine *_vm;

private:
	/** Load a sound file. */
	bool loadSound(SoundDesc &sound, const Common::String &file) const;


	/** Did we fade out? */
	bool _fadedOut;

	/** All loaded sounds. */
	Common::Array<SoundDesc> _sounds;
};

} // End of namespace Gob

#endif // GOB_PREGOB_PREGOB_H