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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.
*
*/
/*
* 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
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