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scummvm-cursorfix/engines/wintermute/base/base_game.h
2026-02-02 04:50:13 +01:00

474 lines
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C++

/* 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/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_GAME_H
#define WINTERMUTE_BASE_GAME_H
#include "engines/wintermute/base/base_object.h"
#include "engines/wintermute/base/base_game_custom_actions.h"
#include "engines/wintermute/base/base_string_table.h"
#include "engines/wintermute/ext/plugin_event.h"
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/debugger.h"
#if EXTENDED_DEBUGGER_ENABLED
#include "engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h"
#endif
#include "common/events.h"
#include "common/random.h"
namespace Wintermute {
typedef void (*ENGINE_LOG_CALLBACK)(char *text, bool result, void *data);
class BaseSoundMgr;
class BaseFader;
class BaseFont;
class BaseFileManager;
class BaseTransitionMgr;
class BaseFontStorage;
class BaseGameMusic;
class BaseQuickMsg;
class BaseViewport;
class BaseRenderer;
class BaseRegistry;
class BaseSurfaceStorage;
class BaseKeyboardState;
class BaseGameSettings;
class BaseAccessMgr;
class ScEngine;
class SXMath;
class SXDirectory;
class UIWindow;
class VideoPlayer;
class VideoTheoraPlayer;
class SaveThumbHelper;
#ifdef ENABLE_WME3D
class BaseRenderer3D;
struct FogParameters;
#endif
#define NUM_MUSIC_CHANNELS 5
class BaseGame : public BaseObject {
public:
DECLARE_PERSISTENT(BaseGame, BaseObject)
virtual bool onScriptShutdown(ScScript *script);
virtual bool getLayerSize(int *LayerWidth, int *LayerHeight, Common::Rect32 *viewport, bool *customViewport);
#ifdef ENABLE_WME3D
virtual uint32 getAmbientLightColor();
virtual bool getFogParams(bool *fogEnabled, uint32 *fogColor, float *start, float *end);
#endif
virtual BaseObject *getNextAccessObject(BaseObject *currObject);
virtual BaseObject *getPrevAccessObject(BaseObject *currObject);
virtual bool onActivate(bool activate, bool refreshMouse);
virtual bool onMouseLeftDown();
virtual bool onMouseLeftUp();
virtual bool onMouseLeftDblClick();
virtual bool onMouseRightDblClick();
virtual bool onMouseRightDown();
virtual bool onMouseRightUp();
virtual bool onMouseMiddleDown();
virtual bool onMouseMiddleUp();
virtual bool onPaint();
virtual bool onWindowClose();
bool isLeftDoubleClick();
bool isRightDoubleClick();
bool _autorunDisabled;
uint32 _lastMiniUpdate;
bool _miniUpdateEnabled;
virtual bool miniUpdate();
void getMousePos(Common::Point32 *pos);
Common::Rect32 _mouseLockRect;
bool _shuttingDown;
virtual bool displayDebugInfo();
bool _debugShowFPS;
bool _suspendedRendering;
int32 _soundBufferSizeSec;
virtual bool renderShadowGeometry();
TTextEncoding _textEncoding;
bool _textRTL;
BaseSprite *_loadingIcon;
int32 _loadingIconX;
int32 _loadingIconY;
int32 _loadingIconPersistent;
virtual bool resetContent();
void DEBUG_DumpClassRegistry();
bool setWaitCursor(const char *filename);
char *_localSaveDir;
bool _saveDirChecked;
#ifdef ENABLE_WME3D
bool _supportsRealTimeShadows;
TShadowType _maxShadowType;
bool setMaxShadowType(TShadowType maxShadowType);
virtual TShadowType getMaxShadowType(BaseObject *object = nullptr);
#endif
bool _indicatorDisplay;
uint32 _indicatorColor;
int32 _indicatorProgress;
int32 _indicatorX;
int32 _indicatorY;
int32 _indicatorWidth;
int32 _indicatorHeight;
bool _richSavedGames;
char *_savedGameExt;
int32 _editorResolutionWidth;
int32 _editorResolutionHeight;
char *_loadImageName;
char *_saveImageName;
int32 _saveImageX;
int32 _saveImageY;
int32 _loadImageX;
int32 _loadImageY;
BaseSurface *_saveLoadImage;
bool _hasDrawnSaveLoadImage;
bool displayIndicator();
#ifdef ENABLE_FOXTAIL
bool displayIndicatorFoxTail();
#endif
uint32 _thumbnailWidth;
uint32 _thumbnailHeight;
bool _reportTextureFormat;
void setEngineLogCallback(ENGINE_LOG_CALLBACK callback = nullptr, void *data = nullptr);
ENGINE_LOG_CALLBACK _engineLogCallback;
void *_engineLogCallbackData;
bool _editorMode;
void getOffset(int *offsetX, int *offsetY) const;
void setOffset(int32 offsetX, int32 offsetY);
int getSequence();
int32 _offsetY;
int32 _offsetX;
float _offsetPercentX;
float _offsetPercentY;
BaseObject *_mainObject;
bool initInput();
bool initLoop();
uint32 _currentTime{};
uint32 _deltaTime;
BaseFont *_systemFont;
BaseFont *_videoFont;
bool initConfManSettings();
bool initRenderer();
bool initialize1();
bool initialize2();
bool initialize3();
BaseAccessMgr *_accessMgr;
BaseFileManager *_fileManager;
BaseTransitionMgr *_transMgr;
void LOG(bool res, const char *fmt, ...);
BaseRenderer *_renderer;
#ifdef ENABLE_WME3D
BaseRenderer3D *_renderer3D;
bool _playing3DGame;
#endif
BaseSoundMgr *_soundMgr;
#if EXTENDED_DEBUGGER_ENABLED
DebuggableScEngine *_scEngine;
#else
ScEngine *_scEngine;
#endif
BaseScriptable *_mathClass;
BaseScriptable *_directoryClass;
BaseSurfaceStorage *_surfaceStorage;
BaseFontStorage *_fontStorage;
BaseGame(const Common::String &targetName);
~BaseGame() override;
void debugDisable();
void debugEnable(const char *filename = nullptr);
bool _debugMode;
void *_debugLogFile;
int32 _sequence;
virtual bool loadFile(const char *filename);
virtual bool loadBuffer(char *buffer, bool complete = true);
BaseArray<BaseQuickMsg *> _quickMessages;
BaseArray<UIWindow *> _windows;
BaseArray<BaseViewport *> _viewportStack;
int32 _viewportSP;
bool _mouseLeftDown;
bool _mouseRightDown;
bool _mouseMidlleDown;
BaseStringTable *_stringTable;
int _settingsResWidth;
int _settingsResHeight;
bool _settingsRequireAcceleration;
bool _settingsAllowWindowed;
bool _settingsAllowAdvanced;
bool _settingsAllowAccessTab;
bool _settingsAllowAboutTab;
bool _settingsRequireSound;
bool _settingsAllowDesktopRes;
int32 _settingsTLMode;
char *_settingsGameFile;
BaseFader *_fader;
bool _suppressScriptErrors;
bool invalidateDeviceObjects() override;
bool restoreDeviceObjects() override;
virtual bool externalCall(ScScript *script, ScStack *stack, ScStack *thisStack, char *name);
// scripting interface
ScValue *scGetProperty(const char *name) override;
bool scSetProperty(const char *name, ScValue *value) override;
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
const char *scToString() override;
// compatibility bits
bool _compatKillMethodThreads;
private:
// FPS stuff
uint32 _lastTime;
uint32 _fpsTime;
uint32 _framesRendered;
public:
uint32 _surfaceGCCycleTime;
bool _smartCache; // RO
bool _videoSubtitles;
bool _subtitles; // RO
uint32 _musicStartTime[NUM_MUSIC_CHANNELS];
bool _compressedSavegames;
int32 _scheduledLoadSlot;
bool _loading;
bool _personalizedSave;
static bool emptySaveSlot(int slot);
static bool isSaveSlotUsed(int slot);
static bool getSaveSlotDescription(int slot, Common::String &desc);
static void getSaveSlotTimestamp(int slot, TimeDate *time);
static bool getSaveSlotFilename(int slot, Common::String &desc);
void setWindowTitle();
bool handleMouseWheel(int32 delta) override;
bool _quitting;
virtual bool getVersion(byte *verMajor, byte *verMinor, byte *extMajor, byte *extMinor);
bool handleKeypress(Common::Event *event, bool printable = false) override;
virtual void handleKeyRelease(Common::Event *event);
bool handleAccessKey(Common::Event *event, bool printable);
virtual bool handleCustomActionStart(BaseGameCustomAction action);
virtual bool handleCustomActionEnd(BaseGameCustomAction action);
int32 _freezeLevel;
bool unfreeze();
bool freeze(bool includingMusic = true);
bool focusWindow(UIWindow *window);
VideoPlayer *_videoPlayer;
VideoTheoraPlayer *_theoraPlayer;
bool _loadInProgress;
UIWindow *_focusedWindow;
bool _editorForceScripts;
static void afterLoadRegion(void *region, void *data);
static void afterLoadSubFrame(void *subframe, void *data);
static void afterLoadSound(void *sound, void *data);
static void afterLoadFont(void *font, void *data);
#ifdef ENABLE_WME3D
static void afterLoadXModel(void *model, void *data);
#endif
static void afterLoadScript(void *script, void *data);
static void afterLoadScene(void *scene, void *data);
static void invalidateValues(void *value, void *data);
bool loadSettings(const char *filename);
bool resumeMusic(int channel);
bool setMusicStartTime(int channel, uint32 time);
bool pauseMusic(int channel);
bool stopMusic(int channel);
bool playMusic(int channel, const char *filename, bool looping = true, uint32 loopStart = 0, uint32 privVolume = 100);
BaseSound *_music[NUM_MUSIC_CHANNELS];
bool _musicCrossfadeRunning;
bool _musicCrossfadeSwap;
uint32 _musicCrossfadeStartTime;
uint32 _musicCrossfadeLength;
int32 _musicCrossfadeChannel1;
int32 _musicCrossfadeChannel2;
int32 _musicCrossfadeVolume1;
int32 _musicCrossfadeVolume2;
bool displayWindows(bool inGame = false);
Common::String readRegistryString(const Common::String &key, const Common::String &initValue) const;
bool _useD3D;
virtual bool cleanup();
bool loadGame(uint32 slot);
bool loadGame(const char *filename);
bool saveGame(int32 slot, const char *desc, bool quickSave = false);
bool showCursor() override;
BaseSprite *_cursorNoninteractive;
BaseObject *_activeObject;
BaseKeyboardState *_keyboardState;
bool _interactive;
TGameState _state;
TGameState _origState;
bool _origInteractive;
uint32 _timer;
uint32 _timerDelta;
uint32 _timerLast;
uint32 _liveTimer;
uint32 _liveTimerDelta;
uint32 _liveTimerLast;
BaseObject *_capturedObject;
Common::Point32 _mousePos;
bool validObject(BaseObject *object);
bool unregisterObject(BaseObject *object);
bool registerObject(BaseObject *object);
void quickMessage(const char *text);
void quickMessageForm(char *fmt, ...);
bool displayQuickMsg();
uint32 _fps;
bool updateMusicCrossfade();
bool isVideoPlaying();
bool stopVideo();
BaseArray<BaseObject *> _regObjects;
// accessibility flags
bool _accessTTSEnabled;
bool _accessTTSTalk;
bool _accessTTSCaptions;
bool _accessTTSKeypress;
bool _accessKeyboardEnabled;
bool _accessKeyboardCursorSkip;
bool _accessKeyboardPause;
bool _accessGlobalPaused;
UIWindow *_accessShieldWin;
bool accessPause();
bool accessUnpause();
public:
virtual bool displayContent(bool update = true, bool displayAll = false);
virtual bool displayContentSimple();
bool _forceNonStreamedSounds;
void resetMousePos();
int32 _subtitlesSpeed;
void setInteractive(bool state);
virtual bool windowLoadHook(UIWindow *win, char **buf, char **params);
virtual bool windowScriptMethodHook(UIWindow *win, ScScript *script, ScStack *stack, const char *name);
bool getCurrentViewportOffset(int *offsetX = nullptr, int *offsetY = nullptr);
bool getCurrentViewportRect(Common::Rect32 *rect, bool *custom = nullptr);
bool popViewport();
bool pushViewport(BaseViewport *viewport);
bool setActiveObject(BaseObject *obj);
BaseSprite *_lastCursor;
bool drawCursor(BaseSprite *cursor);
virtual bool initAfterLoad();
SaveThumbHelper *_cachedThumbnail;
private:
bool getSaveDir(char *Buffer);
public:
BaseGameMusic *_musicSystem;
Common::String _targetName;
void setIndicatorVal(int value);
bool getBilinearFiltering() { return _bilinearFiltering; }
void addMem(int32 bytes);
bool _touchInterface;
bool _bilinearFiltering{};
#ifdef ENABLE_WME3D
bool _force2dRenderer{};
#endif
AnsiString getDeviceType() const;
struct LastClickInfo {
LastClickInfo() {
posX = posY = 0;
time = 0;
}
int32 posX;
int32 posY;
uint32 time;
};
LastClickInfo _lastClick[2];
bool isDoubleClick(int32 buttonIndex);
uint32 _usedMem;
protected:
// WME Lite specific
bool _autoSaveOnExit;
uint32 _autoSaveSlot;
bool _cursorHidden;
public:
void autoSaveOnExit();
PluginEvent &pluginEvents() { return _pluginEvents; }
private:
#ifdef ENABLE_HEROCRAFT
// HeroCraft games specific random source with ability a in-script function to set the seed
Common::RandomSource *_rndHc;
// HeroCraft games specific checksum function, used in Papa's Daughters 2 selfcheck
uint8 getFilePartChecksumHc(const char *filename, uint32 begin, uint32 end);
#endif
PluginEvent _pluginEvents;
};
} // End of namespace Wintermute
#endif