80 lines
3.4 KiB
C++
80 lines
3.4 KiB
C++
/* 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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#ifndef AGS_ENGINE_MAIN_GAME_RUN_H
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#define AGS_ENGINE_MAIN_GAME_RUN_H
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#include "ags/shared/ac/keycode.h"
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namespace AGS3 {
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namespace AGS {
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namespace Engine {
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class IDriverDependantBitmap;
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}
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}
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using namespace AGS::Engine; // FIXME later
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// Loops game frames until certain event takes place (for blocking actions)
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void GameLoopUntilValueIsZero(const int8 *value);
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void GameLoopUntilValueIsZero(const short *value);
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void GameLoopUntilValueIsZero(const int *value);
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void GameLoopUntilValueIsZeroOrLess(const short *move);
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void GameLoopUntilValueIsNegative(const short *value);
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void GameLoopUntilValueIsNegative(const int *value);
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void GameLoopUntilNotMoving(const short *move);
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void GameLoopUntilNoOverlay();
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void GameLoopUntilButAnimEnd(int guin, int objn);
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// Run the actual game until it ends, or aborted by player/error; loops GameTick() internally
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void RunGameUntilAborted();
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// Update everything game related; wait for the next frame
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void UpdateGameOnce(bool checkControls = false, IDriverDependantBitmap *extraBitmap = nullptr, int extraX = 0, int extraY = 0);
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// Update minimal required game state: audio, loop counter, etc; wait for the next frame
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void UpdateGameAudioOnly();
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// Updates everything related to object views that could have changed in the midst of a
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// blocking script, cursor position and view, poll anything related to cursor position;
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// this function is useful when you don't want to update whole game, but only things
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// that are necessary for rendering the game screen.
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void UpdateCursorAndDrawables();
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// Syncs object drawable states with their logical states.
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// Useful after a major game state change, such as loading new room, in case we expect
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// that a render may occur before a normal game update is performed.
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void SyncDrawablesState();
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// Gets current logical game FPS, this is normally a fixed number set in script;
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// in case of "maxed fps" mode this function returns real measured FPS.
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float get_game_fps();
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// Gets real fps, calculated based on the game performance.
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float get_real_fps();
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// Runs service key controls, returns false if no key was pressed or key input was claimed by the engine,
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// otherwise returns true and provides a keycode.
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bool run_service_key_controls(KeyInput &kgn);
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// Runs service mouse controls, returns false if mouse input was claimed by the engine,
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// otherwise returns true and provides mouse button code.
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bool run_service_mb_controls(eAGSMouseButton &mbut, int &mwheelz);
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// Polls few things (exit flag and debugger messages)
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// TODO: refactor this
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void update_polled_stuff();
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} // namespace AGS3
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#endif
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