File: game_base.h

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (203 lines) | stat: -rw-r--r-- 4,705 bytes parent folder | download | duplicates (3)
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
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
/* 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 ULTIMA_SHARED_EARLY_GAME_BASE_H
#define ULTIMA_SHARED_EARLY_GAME_BASE_H

#include "common/scummsys.h"
#include "common/array.h"
#include "common/serializer.h"
#include "ultima/shared/engine/events.h"
#include "ultima/shared/engine/input_handler.h"
#include "ultima/shared/engine/input_translator.h"

namespace Ultima {
namespace Shared {

class UltimaEngine;
class GameState;

namespace Gfx {
class Font;
class Popup;
class TextCursor;
class TextInput;
class VisualItem;
} // End of namespace Gfx

namespace Maps {
class Map;
} // End of namespace Maps

/**
 * Base class for the game implementations
 */
class GameBase : public TreeItem, public EventTarget {
private:
	/**
	 * Checks for the presence of any savegames and, if present,
	 * lets the user pick one to resume
	 */
	int getSavegameSlot();

	void leftButtonDoubleClick(const Point &mousePos) override;
	void middleButtonDoubleClick(const Point &mousePos) override;
	void rightButtonDoubleClick(const Point &mousePos);

	/**
	 * Returns true if the player can control the mouse
	 */
	bool isMouseControlEnabled() const { return true; }

	void changeView(const Common::String &name);
protected:
	uint32 _priorLeftDownTime;
	uint32 _priorMiddleDownTime;
	uint32 _priorRightDownTime;
	Gfx::VisualItem *_currentView;
	Gfx::Popup *_pendingPopup;
	InputHandler _inputHandler;
	InputTranslator _inputTranslator;
	Gfx::Font *_font;
public:
	Gfx::TextCursor *_textCursor;
	uint _videoMode;
public:
	/**
	 * Constructor
	 */
	GameBase();

	/**
	 * Destructor
	 */
	~GameBase() override;

	/**
	 * Called to handle any regular updates the game requires
	 */
	void onIdle() override;

	void mouseMove(const Point &mousePos) override;
	void leftButtonDown(const Point &mousePos) override;
	void leftButtonUp(const Point &mousePos) override;
	void middleButtonDown(const Point &mousePos) override;
	void middleButtonUp(const Point &mousePos) override;
	void rightButtonDown(const Point &mousePos) override;
	void rightButtonUp(const Point &mousePos) override;
	void mouseWheel(const Point &mousePos, bool wheelUp) override;
	void keyDown(Common::KeyState keyState) override;

	/**
	 * Called when the game starts
	 */
	virtual void starting(bool isLoading) {}

	/**
	 * Returns true if the current video mode is VGA
	 */
	virtual bool isVGA() const { return false; }

	/**
	 * Called once every frame to update the game and render the view
	 */
	void update();

	/**
	 * Called by the event handler when a mouse event has been generated
	 */
	void mouseChanged();

	/**
	 * Set the currently active view to display
	 */
	void setView(Gfx::VisualItem *view);

	/**
	 * Set the currently active view to display
	 */
	void setView(const Common::String &viewName);

	/**
	 * Sets a popup to be shown
	 */
	void setPopup(Gfx::Popup *popup);

	/**
	 * Returns the current view
	 */
	Gfx::VisualItem *getView() const { return _currentView; }

	/**
	 * Set a font to use
	 */
	void setFont(Gfx::Font *font);

	/**
	 * Returns the current font
	 */
	Gfx::Font *getFont() const { return _font; }

	/**
	 * Returns the map
	 */
	virtual Maps::Map *getMap() const { return nullptr; }

	/**
	 * Gets a random number
	 */
	uint getRandomNumber(uint max);

	/**
	 * Gets a random number
	 */
	uint getRandomNumber(uint min, uint max);

	/**
	 * Wait for a given period of time
	 */
	void sleep(uint time);

	/**
	 * Return the current time
	 */
	uint32 getMillis() const;

	/**
	 * Returns true if a savegame can currently be loaded
	 */
	virtual bool canLoadGameStateCurrently() { return true; }

	/**
	 * Returns true if the game can currently be saved
	 */
	virtual bool canSaveGameStateCurrently() { return false; }

	/**
	 * Handles loading and saving games
	 */
	virtual void synchronize(Common::Serializer &s);
};

} // End of namespace Shared
} // End of namespace Ultima

#endif