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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 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<Wintermute::BaseEngine> {
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
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