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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.
*
*
*/
#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 "gui/debugger.h"
namespace Video {
class VideoDecoder;
}
namespace ZVision {
struct ZVisionGameDescription;
class Console;
class ScriptManager;
class RenderManager;
class CursorManager;
class RlfAnimation;
// 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();
public:
/**
* 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;
private:
enum {
WINDOW_WIDTH = 640,
WINDOW_HEIGHT = 480,
WORKING_WINDOW_WIDTH = 512,
WORKING_WINDOW_HEIGHT = 320,
ROTATION_SCREEN_EDGE_OFFSET = 60,
MAX_ROTATION_SPEED = 400 // Pixels per second
};
Console *_console;
const ZVisionGameDescription *_gameDescription;
const int _desiredFrameTime;
// We need random numbers
Common::RandomSource *_rnd;
// Managers
ScriptManager *_scriptManager;
RenderManager *_renderManager;
CursorManager *_cursorManager;
// Clock
Clock _clock;
// 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);
void playAnimation(RlfAnimation *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES);
/**
* 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
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