scummvm/engines/tetraedge/game/application.h
2023-12-24 13:19:25 +01:00

198 lines
5.9 KiB
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/>.
*
*/
#ifndef TETRAEDGE_GAME_APPLICATION_H
#define TETRAEDGE_GAME_APPLICATION_H
#include "common/str.h"
#include "common/ptr.h"
#include "tetraedge/game/bonus_menu.h"
#include "tetraedge/game/credits.h"
#include "tetraedge/game/global_bonus_menu.h"
#include "tetraedge/game/main_menu.h"
#include "tetraedge/game/options_menu.h"
#include "tetraedge/game/loc_file.h"
#include "tetraedge/game/owner_error_menu.h"
#include "tetraedge/game/splash_screens.h"
#include "tetraedge/game/in_game_scene.h"
#include "tetraedge/game/upsell_screen.h"
#include "tetraedge/te/te_visual_fade.h"
#include "tetraedge/te/te_music.h"
#include "tetraedge/te/te_xml_gui.h"
#include "tetraedge/te/te_font3.h"
namespace Common {
struct Event;
}
namespace Tetraedge {
class Application {
public:
Application();
~Application();
void create();
void destroy();
void startGame(bool newGame, int difficulty);
void resume();
bool run();
void suspend();
void showNoCellIcon(bool show);
void showLoadingIcon(bool show);
void saveCorrupted(const Common::String &fname);
void performRender();
//void preloadTextrue(); does nothing
void fade();
void blackFade();
void captureFade();
bool isFading();
bool isLockCursor();
bool isLockPad();
void lockCursor(bool lock);
void lockCursorFromAction(bool lock);
void loadOptions(const Common::String &fname);
void saveOptions(const Common::String &fname);
void getSavegameThumbnail(Graphics::Surface &thumb);
Common::String getHelpText(const Common::String &key);
BonusMenu &bonusMenu() { return _bonusMenu; }
GlobalBonusMenu &globalBonusMenu() { return _globalBonusMenu; }
MainMenu &mainMenu() { return _mainMenu; }
OptionsMenu &optionsMenu() { return _optionsMenu; }
TeMusic &music() { return _music; }
Credits &credits() { return _credits; }
UpsellScreen &upsellScreen() { return _upsellScreen; }
TeVisualFade &visualFade() { return _visFade; }
TeSpriteLayout &appSpriteLayout() { return _appSpriteLayout; }
TeSpriteLayout &mouseCursorLayout() { return _mouseCursorLayout; }
const Common::String getVersionString() const { return _versionString; }
TeLayout &getMainWindow() { return _mainWindow; }
void setTutoActivated(bool val) { _tutoActivated = val; }
TeCamera *mainWindowCamera() { return _mainWindowCamera.get(); }
Common::Array<Common::String> &unrecalAnims() { return _unrecalAnims; }
int &difficulty() { return _difficulty; }
bool &tutoActivated() { return _tutoActivated; }
void setFinishedGame(bool val) { _finishedGame = val; }
void setFinishedFremium(bool val) { _finishedFremium = val; }
const Common::String &firstWarpPath() { return _firstWarpPath; }
const Common::String &firstZone() { return _firstZone; }
const Common::String &firstScene() { return _firstScene; }
const Common::Path &defaultCursor() { return _defaultCursor; }
TeLayout &frontLayout() { return _frontLayout; };
TeLayout &frontOrientationLayout() { return _frontOrientationLayout; }
TeLayout &backLayout() { return _backLayout; }
LocFile &loc() { return _loc; }
bool ratioStretched() const { return _ratioStretched; }
bool compassLook() const { return _compassLook; }
bool inverseLook() const { return _inverseLook; }
bool permanentHelp() const { return _permanentHelp; }
bool musicOn() const { return _musicOn; }
private:
void drawBack();
void drawFront();
const char *inAppUnlockFullVersionID();
bool onBlackFadeAnimationFinished();
bool onMainWindowSizeChanged();
bool onMousePositionChanged(const Common::Point &p);
bool _finishedGame;
bool _finishedFremium;
TeVisualFade _visFade;
TeMusic _music;
TeSpriteLayout _appSpriteLayout;
TeSpriteLayout _mouseCursorLayout;
TeSpriteLayout _autoSaveIcon1;
TeSpriteLayout _autoSaveIcon2;
TeButtonLayout _lockCursorButton;
TeButtonLayout _lockCursorFromActionButton;
TeLayout _frontLayout;
TeLayout _frontOrientationLayout;
TeLayout _backLayout;
LocFile _loc;
Common::String _applicationTitle;
Common::String _versionString;
Common::String _firstWarpPath;
Common::String _firstZone;
Common::String _firstScene;
Common::Path _defaultCursor;
Common::Array<Common::String> _unrecalAnims;
TeCurveAnim2<Te3DObject2, TeColor> _autoSaveIconAnim1;
TeCurveAnim2<Te3DObject2, TeColor> _autoSaveIconAnim2;
Common::SharedPtr<TeCamera> _mainWindowCamera; // TODO: should be part of TeMainWindow.
TeLayout _mainWindow; // TODO: should be a specialised class.
GlobalBonusMenu _globalBonusMenu;
BonusMenu _bonusMenu;
MainMenu _mainMenu;
OptionsMenu _optionsMenu;
Credits _credits;
OwnerErrorMenu _ownerErrorMenu;
SplashScreens _splashScreens;
UpsellScreen _upsellScreen;
TeIntrusivePtr<TeFont3> _fontComic;
TeIntrusivePtr<TeFont3> _fontArgh;
TeIntrusivePtr<TeFont3> _fontArial;
TeIntrusivePtr<TeFont3> _fontChaucer;
TeIntrusivePtr<TeFont3> _fontColaborate;
TeIntrusivePtr<TeFont3> _fontProDisplay;
bool _captureFade;
bool _created;
bool _tutoActivated;
bool _drawShadows;
bool _ratioStretched;
bool _compassLook;
bool _inverseLook;
bool _permanentHelp;
bool _musicOn;
int _difficulty;
TeXmlGui _helpGui;
static bool _dontUpdateWhenApplicationPaused;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_GAME_APPLICATION_H