aboutsummaryrefslogtreecommitdiff
path: root/engines/zvision/zvision.h
blob: 9e9d5db9512b03f53776baf6ee1826a35d1313d0 (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
/* 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 ZVISION_H
#define ZVISION_H

#include "common/random.h"
#include "common/events.h"

#include "engines/engine.h"

#include "graphics/pixelformat.h"

#include "zvision/detection.h"
#include "zvision/clock.h"
#include "zvision/mouse_event.h"

#include "gui/debugger.h"


namespace Video {
class VideoDecoder;
}

namespace ZVision {

struct ZVisionGameDescription;
class Console;
class ScriptManager;
class RenderManager;
class CursorManager;
 
// our engine debug channels
enum {
	kZDebugExample = 1 << 0,
	kZDebugExample2 = 1 << 1
	// next new channel must be 1 << 2 (4)
	// the current limitation is 32 debug channels (1 << 31 is the last one)
};
 
class ZVision : public Engine {
public:
	ZVision(OSystem *syst, const ZVisionGameDescription *gameDesc);
	~ZVision();

private:
	enum {
		WINDOW_WIDTH = 640,
		WINDOW_HEIGHT = 480,
		WORKING_WINDOW_WIDTH = 512,
		WORKING_WINDOW_HEIGHT = 320,

		ROTATION_SCREEN_EDGE_OFFSET = 60,
		MAX_ROTATION_SPEED = 150 // Pixels per second
	};

	Console *_console;
	const ZVisionGameDescription *_gameDescription;
	/** 
	 * A Rectangle centered inside the actual window. All in-game coordinates
	 * are given in this coordinate space. Also, all images are clipped to the
	 * edges of this Rectangle
	 */
	const Common::Rect _workingWindow;
	const Graphics::PixelFormat _pixelFormat;

	const int _desiredFrameTime;

	// We need random numbers
	Common::RandomSource *_rnd;

	// Managers
	ScriptManager *_scriptManager;
	RenderManager *_renderManager;
	CursorManager *_cursorManager;

	// Clock
	Clock _clock;

	// To store the current mouse events
	Common::List<MouseEvent> _mouseEvents;

	// To prevent allocation every time we process events
	Common::Event _event;

public:
	uint32 getFeatures() const;
	Common::Language getLanguage() const;
	Common::Error run();
	void pauseEngineIntern(bool pause);

	ScriptManager *getScriptManager() const;
	RenderManager *getRenderManager() const;
	CursorManager *getCursorManager() const;
	Common::RandomSource *getRandomSource() const;
	ZVisionGameId getGameId() const;

	/**
	 * Play a video until it is finished. This is a blocking call. It will call
	 * _clock.stop() when the video starts and _clock.start() when the video finishes.
	 * It will also consume all events during video playback.
	 *
	 * @param videoDecoder    The video to play
	 * @param destRect        Where to put the video. (In working window coords)
	 * @param skippable       If true, the video can be skipped at any time using [Spacebar]
	 */
	void playVideo(Video::VideoDecoder &videoDecoder, const Common::Rect &destRect = Common::Rect(0, 0, 0, 0), bool skippable = true);

	/**
	 * Register a MouseEvent with the event system. These will be checked at every
	 * MOUSE_UP, MOUSE_DOWN, MOUSE_MOVE, etc.
	 *
	 * @param event    The event to register
	 */
	void registerMouseEvent(const MouseEvent &event);

	bool removeMouseEvent(const uint32 key);

	/** Remove all MouseEvents from the event system */
	void clearAllMouseEvents();

	/**
	 * Utility method to cycle through all the cursors in the game. After
	 * calling, use Left and Right arrows to cycle. Esc to quit. This is a
	 * blocking function call.              
	 */
	void cycleThroughCursors();

private:
	void initialize();

	/** Called every frame from ZVision::run() to process any events from EventMan */
	void processEvents();

	void onMouseDown(const Common::Point &pos);
	void onMouseUp(const Common::Point &pos);
	void onMouseMove(const Common::Point &pos);
	void onKeyDown(uint keyCode);
};

} // End of namespace ZVision
 
#endif