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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_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 "common/events.h"
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;
ScEngine *_scEngine;
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
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