aboutsummaryrefslogtreecommitdiff
path: root/engines/wintermute/base/base_game.h
blob: 6aacc1feab1623dda98d977ab963d60bac0d1fc9 (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
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
/* 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_GAME_H
#define WINTERMUTE_BASE_GAME_H

#include "engines/wintermute/base/base_object.h"
#include "engines/wintermute/base/timer.h"
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/math/rect32.h"
#include "engines/wintermute/debugger.h"
#include "common/events.h"
#if EXTENDED_DEBUGGER_ENABLED
#include "engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h"
#endif

namespace Wintermute {

typedef void (*ENGINE_LOG_CALLBACK)(char *text, bool result, void *data);

class BaseSoundMgr;
class BaseFader;
class BaseFont;
class BaseFileManager;
class BaseTransitionMgr;
class BaseFontStorage;
class BaseGameMusic;
class BaseQuickMsg;
class BaseViewport;
class BaseRenderer;
class BaseRegistry;
class BaseSurfaceStorage;
class BaseKeyboardState;
class BaseGameSettings;
class ScEngine;
class SXMath;
class UIWindow;
class VideoPlayer;
class VideoTheoraPlayer;
class SaveThumbHelper;

class BaseGame: public BaseObject {
public:
	DECLARE_PERSISTENT(BaseGame, BaseObject)

	virtual bool onScriptShutdown(ScScript *script);

	virtual bool onActivate(bool activate, bool refreshMouse);
	virtual bool onMouseLeftDown();
	virtual bool onMouseLeftUp();
	virtual bool onMouseLeftDblClick();
	virtual bool onMouseRightDblClick();
	virtual bool onMouseRightDown();
	virtual bool onMouseRightUp();
	virtual bool onMouseMiddleDown();
	virtual bool onMouseMiddleUp();
	virtual bool onPaint();
	virtual bool onWindowClose();

	bool isLeftDoubleClick();
	bool isRightDoubleClick();

	bool _autorunDisabled;

	uint32 _lastMiniUpdate;
	bool _miniUpdateEnabled;

	virtual void miniUpdate();

	void getMousePos(Point32 *Pos);
	Rect32 _mouseLockRect;

	bool _shuttingDown;

	virtual bool displayDebugInfo();

	void setShowFPS(bool enabled) { _debugShowFPS = enabled; }

	bool getSuspendedRendering() const { return _suspendedRendering; }

	TTextEncoding _textEncoding;
	bool _textRTL;

	virtual bool resetContent();

	void DEBUG_DumpClassRegistry();
	bool setWaitCursor(const char *filename);

	uint32 getSaveThumbWidth() const { return _thumbnailWidth; }
	uint32 getSaveThumbHeight() const { return _thumbnailHeight; }

	bool _editorMode;
	void getOffset(int *offsetX, int *offsetY) const;
	void setOffset(int32 offsetX, int32 offsetY);
	int getSequence();

	int32 _offsetY;
	int32 _offsetX;
	float _offsetPercentX;
	float _offsetPercentY;

	inline BaseObject *getMainObject() { return _mainObject; }
	inline BaseFont *getSystemFont() { return _systemFont; }
	inline BaseFont *getVideoFont() { return _videoFont; }

	bool initInput();
	bool initLoop();
	uint32 _currentTime;
	uint32 _deltaTime;

	// Init-functions:
	bool initConfManSettings();
	bool initRenderer();
	bool loadGameSettingsFile();
	bool initialize1();
	bool initialize2();
	bool initialize3();
	BaseTransitionMgr *_transMgr;

	// String Table
	void expandStringByStringTable(char **str) const;
	void expandStringByStringTable(Common::String &str) const;
	char *getKeyFromStringTable(const char *str) const;

	void LOG(bool res, const char *fmt, ...);

	BaseRenderer *_renderer;
	BaseSoundMgr *_soundMgr;
#if EXTENDED_DEBUGGER_ENABLED
	DebuggableScEngine *_scEngine;
#else
	ScEngine *_scEngine;
#endif
	BaseScriptable *_mathClass;
	BaseSurfaceStorage *_surfaceStorage;
	BaseFontStorage *_fontStorage;
	BaseGame(const Common::String &targetName);
	virtual ~BaseGame();

	bool _debugDebugMode;

	int32 _sequence;
	virtual bool loadFile(const char *filename);
	virtual bool loadBuffer(char *buffer, bool complete = true);

	int32 _viewportSP;

	bool _suppressScriptErrors;
	bool _mouseLeftDown; // TODO: Hide

	virtual bool externalCall(ScScript *script, ScStack *stack, ScStack *thisStack, char *name);
	// scripting interface
	virtual ScValue *scGetProperty(const Common::String &name) override;
	virtual bool scSetProperty(const char *name, ScValue *value) override;
	virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
	virtual const char *scToString() override;
	// compatibility bits
	bool _compatKillMethodThreads;

	const char* getGameTargetName() const { return _targetName.c_str(); }
	void setGameTargetName(const Common::String& targetName) { _targetName = targetName; }
	uint32 _surfaceGCCycleTime;
	bool _smartCache; // RO
	bool _subtitles; // RO

	int32 _scheduledLoadSlot;

	bool getIsLoading() const { return _loading; }

	virtual bool handleMouseWheel(int32 delta);
	bool _quitting;
	virtual bool getVersion(byte *verMajor, byte *verMinor, byte *extMajor, byte *extMinor) const;

	virtual bool handleKeypress(Common::Event *event, bool printable = false);
	virtual void handleKeyRelease(Common::Event *event);

	bool unfreeze();
	bool freeze(bool includingMusic = true);
	bool focusWindow(UIWindow *window);
	bool _loadInProgress;
	UIWindow *_focusedWindow;
	bool _editorForceScripts;

	static void invalidateValues(void *value, void *data);

	bool loadSettings(const char *filename);

	bool displayWindows(bool inGame = false);
	bool _useD3D;
	virtual bool cleanup();
	bool loadGame(uint32 slot);
	bool loadGame(const char *filename);
	bool saveGame(int32 slot, const char *desc, bool quickSave = false);
	virtual bool showCursor();

	BaseObject *_activeObject;

	bool _interactive;
	TGameState _state;
	TGameState _origState;
	bool _origInteractive;

	const Timer *getTimer() const { return &_timerNormal; }
	const Timer *getLiveTimer() const { return &_timerLive; }
private:
	Timer _timerNormal;
	Timer _timerLive;
public:
	BaseObject *_capturedObject;
	Point32 _mousePos;
	bool validObject(BaseObject *object);
	bool unregisterObject(BaseObject *object);
	bool registerObject(BaseObject *object);
	void quickMessage(const char *text);
	void quickMessageForm(char *fmt, ...);
	bool displayQuickMsg();

	virtual bool displayContent(bool update = true, bool displayAll = false);
	virtual bool displayContentSimple();
	bool _forceNonStreamedSounds;
	void resetMousePos();
	int32 _subtitlesSpeed;
	void setInteractive(bool state);
	virtual bool windowLoadHook(UIWindow *win, char **buf, char **params);
	virtual bool windowScriptMethodHook(UIWindow *win, ScScript *script, ScStack *stack, const char *name);
	bool getCurrentViewportOffset(int *offsetX = nullptr, int *offsetY = nullptr) const;
	bool getCurrentViewportRect(Rect32 *rect, bool *custom = nullptr) const;
	bool popViewport();
	bool pushViewport(BaseViewport *Viewport);
	bool setActiveObject(BaseObject *Obj);
	BaseSprite *_lastCursor;
	bool drawCursor(BaseSprite *Cursor);

	SaveThumbHelper *_cachedThumbnail;
	void addMem(int32 bytes);
	bool _touchInterface;
	bool _constrainedMemory;

	bool stopVideo();
protected:
	BaseFont *_systemFont;
	BaseFont *_videoFont;

	BaseSprite *_loadingIcon;
	int32 _loadingIconX;
	int32 _loadingIconY;
	int32 _loadingIconPersistent;

	BaseFader *_fader;

	int32 _freezeLevel;
	VideoPlayer *_videoPlayer;
	VideoTheoraPlayer *_theoraPlayer;
private:
	bool _debugShowFPS;
	void *_debugLogFile;
	void DEBUG_DebugDisable();
	void DEBUG_DebugEnable(const char *filename = nullptr);

	BaseObject *_mainObject;

	bool _mouseRightDown;
	bool _mouseMidlleDown;

	BaseGameSettings *_settings;

	int32 _soundBufferSizeSec;

	virtual bool invalidateDeviceObjects();
	virtual bool restoreDeviceObjects();

	// TODO: This can probably be removed completely:
	bool _saveDirChecked;

	Common::String _localSaveDir;
	bool _loading;

	bool _reportTextureFormat;

	// FPS stuff
	uint32 _lastTime;
	uint32 _fpsTime;
	uint32 _framesRendered;
	Common::String _targetName;

	void setEngineLogCallback(ENGINE_LOG_CALLBACK callback = nullptr, void *data = nullptr);
	ENGINE_LOG_CALLBACK _engineLogCallback;
	void *_engineLogCallbackData;

	bool _videoSubtitles;

	bool _personalizedSave;

	uint32 _thumbnailWidth;
	uint32 _thumbnailHeight;

	void setWindowTitle();

	bool _suspendedRendering;

	BaseSprite *_cursorNoninteractive;
	BaseKeyboardState *_keyboardState;

	uint32 _fps;
	BaseGameMusic *_musicSystem;

	bool isVideoPlaying();

	BaseArray<BaseQuickMsg *> _quickMessages;
	BaseArray<UIWindow *> _windows;
	BaseArray<BaseViewport *> _viewportStack;
	BaseArray<BaseObject *> _regObjects;

	AnsiString getDeviceType() const;

	struct LastClickInfo {
		LastClickInfo() {
			posX = posY = 0;
			time = 0;
		}

		int32 posX;
		int32 posY;
		uint32 time;
	};

	LastClickInfo _lastClick[2];
	bool isDoubleClick(int32 buttonIndex);
	uint32 _usedMem;

// TODO: This should be expanded into a proper class eventually:
	Common::String readRegistryString(const Common::String &key, const Common::String &initValue) const;


protected:
	// WME Lite specific
	bool _autoSaveOnExit;
	uint32 _autoSaveSlot;
	bool _cursorHidden;

public:
	void autoSaveOnExit();

};

} // End of namespace Wintermute

#endif