/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #include "common/config-manager.h" #include "common/events.h" #include "common/system.h" #include "common/file.h" #include "asylum/asylum.h" namespace Asylum { AsylumEngine::AsylumEngine(OSystem *system, Common::Language language) : Engine(system) { Common::File::addDefaultDirectory(_gameDataDir.getChild("Data")); Common::File::addDefaultDirectory(_gameDataDir.getChild("Vids")); Common::File::addDefaultDirectory(_gameDataDir.getChild("Music")); _eventMan->registerRandomSource(_rnd, "asylum"); } AsylumEngine::~AsylumEngine() { //Common::clearAllDebugChannels(); delete _resMgr; } Common::Error AsylumEngine::run() { Common::Error err; err = init(); if (err != Common::kNoError) return err; return go(); } // Will do the same as subroutine at address 0041A500 Common::Error AsylumEngine::init() { // initialize engine objects initGraphics(640, 480, true); _resMgr = new ResourceManager(this); // initializing game // TODO: save dialogue key codes into sntrm_k.txt (need to figure out why they use such thing) // TODO: get hand icon resource before starting main menu // TODO: load startup configurations (address 0041A970) // TODO: setup cinematics (address 0041A880) (probably we won't need it) // TODO: init unknown game stuffs (address 0040F430) // TODO: if savegame exists on folder, than start NewGame() return Common::kNoError; } Common::Error AsylumEngine::go() { // Play intro movie _resMgr->loadVideo(0); showMainMenu(); // DEBUG // Control loop test. Basically just keep the // ScummVM window alive until ESC is pressed. // This will facilitate drawing tests ;) Common::EventManager *em = _system->getEventManager(); while (!shouldQuit()) { Common::Event ev; if (em->pollEvent(ev)) { if (ev.type == Common::EVENT_KEYDOWN) { if (ev.kbd.keycode == Common::KEYCODE_ESCAPE) { // Push a quit event Common::Event event; event.type = Common::EVENT_QUIT; g_system->getEventManager()->pushEvent(event); } //if (ev.kbd.keycode == Common::KEYCODE_RETURN) } else if (ev.type == Common::EVENT_MOUSEMOVE) { // TODO: Just some proof-of concept to change icons here for now if (ev.mouse.y >= 20 && ev.mouse.y <= 20 + 48) { for (int i = 0; i <= 5; i++) { int curX = 40 + i * 100; if (ev.mouse.x >= curX && ev.mouse.x <= curX + 55) { GraphicResource *res = _resMgr->getGraphic(1, i + 4, 0); _system->copyRectToScreen(res->data, res->width, curX, 20, res->width, res->height); } } } } } _system->updateScreen(); _system->delayMillis(10); } return Common::kNoError; } void AsylumEngine::showMainMenu() { // main menu background _resMgr->loadGraphic(1, 0, 0); _resMgr->loadPalette(1, 17); _resMgr->loadCursor(1, 2, 0); _resMgr->loadMusic(); } } // namespace Asylum