File: crab.h

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (179 lines) | stat: -rw-r--r-- 4,348 bytes parent folder | download | duplicates (2)
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
/* 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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

#ifndef CRAB_H
#define CRAB_H

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

#include "crab/detection.h"

namespace Graphics {
class ManagedSurface;
struct PixelFormat;
class Screen;
} // End of namespace Graphics

namespace Crab {

class App;
struct CrabGameDescription;

class LoadingScreen;

struct FilePaths;
struct TempValue;
class StringPool;
class ScreenSettings;

namespace pyrodactyl {
namespace event {
struct GameEventStore;
} // End of namespace event

namespace ui {
class SlideShow;
class OptionMenu;

template<typename FileType>
class FileMenu;

class SaveFileData;
} // End of namespace ui

namespace image {
class ImageManager;
} // End of namespace image

namespace input {
class Cursor;
class InputManager;
} // End of namespace input

namespace music {
class MusicManager;
} // End of namespace music

namespace text {
class TextManager;
} // End of namespace text

} // End of namespace pyrodactyl

enum DebugDraw {
	DRAW_TMX = 1 << 0,
	DRAW_PROP_BOUNDS = 1 << 1,
	DRAW_SPRITE_BOUNDS = 1 << 2,
	DRAW_PATHING = 1 << 3,
	DRAW_FPS = 1 << 4
};

class CrabEngine : public Engine {
private:
	const ADGameDescription *_gameDescription;
	Common::RandomSource _randomSource;
	App *_app;

protected:
	// Engine APIs
	Common::Error run() override;

public:
	Graphics::Screen *_screen = nullptr;
	Graphics::PixelFormat *_format = nullptr;

	pyrodactyl::image::ImageManager *_imageManager = nullptr;
	pyrodactyl::text::TextManager *_textManager = nullptr;
	pyrodactyl::input::InputManager *_inputManager = nullptr;
	pyrodactyl::music::MusicManager *_musicManager = nullptr;

	pyrodactyl::input::Cursor *_mouse = nullptr;
	pyrodactyl::event::GameEventStore *_eventStore = nullptr;

	// Should these really be inside the Engine class?
	LoadingScreen *_loadingScreen = nullptr;
	pyrodactyl::ui::SlideShow *_helpScreen = nullptr;
	pyrodactyl::ui::OptionMenu *_optionMenu = nullptr;
	pyrodactyl::ui::FileMenu<pyrodactyl::ui::SaveFileData> *_loadMenu = nullptr;

	FilePaths *_filePath = nullptr;
	TempValue *_tempData = nullptr;
	StringPool *_stringPool = nullptr;
	ScreenSettings *_screenSettings = nullptr;

	// Keeps a copy of latest screen for thumbnail
	Graphics::ManagedSurface *_thumbnail;

	// What components to draw lines for (if any)
	uint32 _debugDraw;

	Common::FSNode _gameDataDir;

	CrabEngine(OSystem *syst, const ADGameDescription *gameDesc);
	~CrabEngine() override;
	void initializePath(const Common::FSNode &gamePath) override;

	uint32 getFeatures() const;

	/**
	 * Returns the game Id
	 */
	Common::String getGameId() const;

	/**
	 * Gets a random number
	 */
	uint32 getRandomNumber(uint maxNum) {
		return _randomSource.getRandomNumber(maxNum);
	}

	bool hasFeature(EngineFeature f) const override {
		return (f == kSupportsLoadingDuringRuntime) ||
			   (f == kSupportsSavingDuringRuntime) ||
			   (f == kSupportsReturnToLauncher);
	};

	bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override {
		return true;
	}

	bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;

	/**
	 * Uses a serializer to allow implementing savegame
	 * loading and saving using a single method
	 */
	Common::Error syncGame(Common::Serializer &s);

	Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) override;
	Common::Error loadGameState(int slot) override;

	void syncSoundSettings() override;


};

extern CrabEngine *g_engine;

} // End of namespace Crab

#endif // CRAB_H