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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 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_GAME_H
#define HPL_GAME_H
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class cUpdater;
class LowLevelGameSetup;
class LowLevelSystem;
class cLogicTimer;
class cSystem;
class cInput;
class cResources;
class cGraphics;
class cScene;
class cSound;
class cPhysics;
class cAI;
class cGui;
class cFPSCounter {
public:
cFPSCounter(LowLevelSystem *apLowLevelSystem);
void AddFrame();
float mfFPS;
float mfUpdateRate;
private:
LowLevelSystem *mpLowLevelSystem;
int mlFramecounter;
float mfFrametimestart;
float mfFrametime;
};
//---------------------------------------------------
class cSetupVarContainer {
public:
cSetupVarContainer();
void AddString(const tString &asName, const tString &asValue);
void AddInt(const tString &asName, int alValue);
void AddFloat(const tString &asName, float afValue);
void AddBool(const tString &asName, bool abValue);
const tString &GetString(const tString &asName);
float GetFloat(const tString &asName, float afDefault);
int GetInt(const tString &asName, int alDefault);
bool GetBool(const tString &asName, bool abDefault);
private:
Common::StableMap<tString, tString> m_mapVars;
tString msBlank;
};
//---------------------------------------------------
class cGame {
public:
cGame(LowLevelGameSetup *apGameSetup, cSetupVarContainer &aVars);
cGame(LowLevelGameSetup *apGameSetup, int alWidth, int alHeight, int alBpp, bool abFullscreen,
unsigned int alUpdateRate = 60, int alMultisampling = 0);
~cGame();
private:
void GameInit(LowLevelGameSetup *apGameSetup, cSetupVarContainer &aVars);
public:
/**
* Starts the game loop. To make stuff run they must be added as updatables..
*/
void Run();
/**
* Exists the game.
* \todo is this a good way to do it? Should game be global. If so, make a singleton.
*/
void Exit();
/**
*
* \return A pointer to Scene
*/
cScene *GetScene();
/**
*
* \return A pointer to Resources
*/
cResources *GetResources();
/**
*
* \return A pointer to the Updater
*/
cUpdater *GetUpdater();
/**
*
* \return A pointer to the System
*/
cSystem *GetSystem();
/**
*
* \return A pointer to the Input
*/
cInput *GetInput();
/**
*
* \return A pointer to the Graphics
*/
cGraphics *GetGraphics();
/**
*
* \return A pointer to the Sound
*/
cSound *GetSound();
/**
*
* \return A pointer to the Physics
*/
cPhysics *GetPhysics();
/**
*
* \return A pointer to the AI
*/
cAI *GetAI();
/**
*
* \return A pointer to the Gui
*/
cGui *GetGui();
void ResetLogicTimer();
void SetUpdatesPerSec(int alUpdatesPerSec);
int GetUpdatesPerSec();
float GetStepSize();
cLogicTimer *GetLogicTimer() { return mpLogicTimer; }
float GetFPS();
void SetFPSUpdateRate(float afSec);
float GetFPSUpdateRate();
float GetFrameTime() { return mfFrameTime; }
float GetUpdateTime() { return mfUpdateTime; }
double GetGameTime() { return mfGameTime; }
void SetLimitFPS(bool abX) { mbLimitFPS = abX; }
bool GetLimitFPS() { return mbLimitFPS; }
private:
bool mbGameIsDone;
float mfFrameTime;
float mfUpdateTime;
double mfGameTime;
LowLevelGameSetup *mpGameSetup;
cUpdater *mpUpdater;
cLogicTimer *mpLogicTimer;
cFPSCounter *mpFPSCounter;
bool mbLimitFPS;
// Modules that Game connnect to:
cResources *mpResources;
cSystem *mpSystem;
cInput *mpInput;
cGraphics *mpGraphics;
cScene *mpScene;
cSound *mpSound;
cPhysics *mpPhysics;
cAI *mpAI;
cGui *mpGui;
};
} // namespace hpl
#endif // HPL_GAME_H
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