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engines/wintermute/base/base_engine.h
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95
engines/wintermute/base/base_engine.h
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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 file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_ENGINE_H
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#define WINTERMUTE_BASE_ENGINE_H
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#include "common/str.h"
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#include "common/singleton.h"
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#include "common/random.h"
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#include "common/language.h"
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#include "engines/wintermute/detection.h"
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namespace Wintermute {
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class BaseFileManager;
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class BaseRegistry;
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class BaseGame;
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class BaseSoundMgr;
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class BaseRenderer;
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class SystemClassRegistry;
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class Timer;
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class BaseEngine : public Common::Singleton<Wintermute::BaseEngine> {
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void init();
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BaseFileManager *_fileManager;
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Common::String _gameId;
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Common::String _targetName;
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BaseGame *_gameRef;
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// We need random numbers
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Common::RandomSource *_rnd;
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SystemClassRegistry *_classReg;
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Common::Language _language;
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WMETargetExecutable _targetExecutable;
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uint32 _flags;
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public:
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BaseEngine();
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~BaseEngine() override;
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static void createInstance(const Common::String &targetName, const Common::String &gameId, Common::Language lang, WMETargetExecutable targetExecutable, uint32 flags);
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void setGameRef(BaseGame *game) { _gameRef = game; }
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Common::RandomSource *getRandomSource() { return _rnd; }
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uint32 randInt(int from, int to);
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SystemClassRegistry *getClassRegistry() { return _classReg; }
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BaseGame *getGameRef() { return _gameRef; }
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BaseFileManager *getFileManager() { return _fileManager; }
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BaseSoundMgr *getSoundMgr();
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static BaseRenderer *getRenderer();
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static const Timer *getTimer();
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static const Timer *getLiveTimer();
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static void LOG(bool res, const char *fmt, ...);
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Common::String getGameTargetName() const { return _targetName; }
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Common::String getGameId() const { return _gameId; }
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Common::Language getLanguage() const { return _language; }
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uint32 getFlags() const { return _flags; }
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WMETargetExecutable getTargetExecutable() const {
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return _targetExecutable;
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}
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static bool isFoxTailCheck(WMETargetExecutable t, WMETargetExecutable v1=FOXTAIL_OLDEST_VERSION, WMETargetExecutable v2=FOXTAIL_LATEST_VERSION) {
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return t >= v1 && t <= v2;
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}
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bool isFoxTail(WMETargetExecutable v1=FOXTAIL_OLDEST_VERSION, WMETargetExecutable v2=FOXTAIL_LATEST_VERSION) const {
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return isFoxTailCheck(_targetExecutable, v1, v2);
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}
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void addFlags(uint32 flags) { _flags |= flags; }
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};
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} // End of namespace Wintermute
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#endif
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