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engines/crab/app.cpp
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201
engines/crab/app.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "crab/app.h"
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#include "common/events.h"
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#include "graphics/screen.h"
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#include "crab/crab.h"
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#include "crab/game.h"
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#include "crab/mainmenu.h"
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#include "crab/splash.h"
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namespace Crab {
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void App::run() {
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// State IDs
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GameStateID currentStateId = GAMESTATE_NULL, nextStateId = GAMESTATE_TITLE;
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bool shouldChangeState = true;
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// Set the current game state object
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GameState *currentState = nullptr;
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Timer fps;
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Common::Event e;
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int fpscount = 0, fpsval = 1, lasts = 0;
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_game = new Game();
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g_engine->_filePath->load("res/paths.xml");
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loadSettings("res/settings.xml");
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g_engine->_screenSettings->_inGame = false;
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// While the user hasn't quit - This is the main game loop
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while (currentStateId != GAMESTATE_EXIT && !g_engine->shouldQuit()) {
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// Start the frame timer
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fps.start();
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// Change state if needed
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if (shouldChangeState) {
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// Delete the current state
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if (currentState != _game) {
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delete currentState;
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currentState = nullptr;
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}
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if (nextStateId == GAMESTATE_EXIT)
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break;
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// Change the state
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switch (nextStateId) {
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case GAMESTATE_TITLE:
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currentState = new Splash();
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g_engine->_screenSettings->_inGame = false;
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break;
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case GAMESTATE_MAIN_MENU:
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currentState = new MainMenu();
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g_engine->_screenSettings->_inGame = false;
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break;
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case GAMESTATE_NEW_GAME:
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_game->startNewGame();
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currentState = _game;
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g_engine->_screenSettings->_inGame = true;
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break;
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case GAMESTATE_LOAD_GAME:
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currentState = _game;
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g_engine->_screenSettings->_inGame = true;
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break;
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default:
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// Encountering an undefined state, exit with an error code
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return;
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}
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// Change the current state ID
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currentStateId = nextStateId;
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// NULL the next state ID
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nextStateId = GAMESTATE_NULL;
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// No need to change state until further notice
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shouldChangeState = false;
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}
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// Do state InternalEvents
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currentState->internalEvents(shouldChangeState, nextStateId);
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while (g_system->getEventManager()->pollEvent(e)) {
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switch (e.type) {
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case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
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g_engine->_inputManager->_ivState[e.customType] = true;
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break;
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case Common::EVENT_CUSTOM_ENGINE_ACTION_END:
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g_engine->_inputManager->_ivState[e.customType] = false;
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break;
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// explicitly specify the default block to turn off unhandled case warnings
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default:
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break;
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}
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// Do state Event handling
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currentState->handleEvents(e, shouldChangeState, nextStateId);
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}
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// Do we have to reposition our interface?
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if (g_engine->_screenSettings->_changeInterface) {
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currentState->setUI();
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g_engine->_screenSettings->_changeInterface = false;
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}
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// Do state Drawing
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currentState->draw();
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if (g_system->getMillis() - lasts > 1000) {
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lasts = g_system->getMillis();
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fpsval = fpscount;
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fpscount = 1;
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} else
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++fpscount;
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if ((g_engine->_debugDraw & DRAW_FPS) && currentStateId >= 0)
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g_engine->_textManager->draw(0, 0, numberToString(fpsval).c_str(), 0);
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g_engine->_screen->update();
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// Cap the frame rate
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if (fps.ticks() < 1000u / g_engine->_screenSettings->_fps) {
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uint32 delay = (1000u / g_engine->_screenSettings->_fps) - fps.ticks();
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g_system->delayMillis(delay);
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}
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}
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if (currentState != _game)
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delete currentState;
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delete _game;
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}
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void App::loadSettings(const Common::Path &filename) {
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XMLDoc settings(filename);
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if (settings.ready()) {
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rapidxml::xml_node<char> *node = settings.doc()->first_node("settings");
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if (nodeValid(node)) {
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// Load the version
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loadNum(g_engine->_screenSettings->_version, "version", node);
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// Load screen settings
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if (nodeValid("screen", node))
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g_engine->_screenSettings->load(node->first_node("screen"));
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// Start the sound subsystem
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g_engine->_musicManager->load(node);
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g_system->lockMouse(g_engine->_screenSettings->_mouseTrap);
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}
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}
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}
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App::~App() {
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// Return setting to default when game exits
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g_system->lockMouse(false);
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g_engine->_imageManager->quit();
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g_engine->_musicManager->quit();
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g_engine->_textManager->quit();
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g_engine->_loadingScreen->quit();
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g_engine->_mouse->quit();
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}
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} // End of namespace Crab
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