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Previously, the NancyEngine class was responsible for handling creation and destruction of many naked pointers to engine data, which led to several instances of memory leaks that needed to be fixed. These changes introduce a standard way of handling that same data, similar to the one already used by PuzzleData inside Scene. Unfortunately, this does add the need for relevant data to be casted to the proper type before it is handled.
158 lines
3.6 KiB
C++
158 lines
3.6 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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* 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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* 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 NANCY_STATE_MAP_H
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#define NANCY_STATE_MAP_H
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#include "common/singleton.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/video.h"
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#include "engines/nancy/state/state.h"
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#include "engines/nancy/ui/animatedbutton.h"
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#include "engines/nancy/ui/ornaments.h"
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namespace Nancy {
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class NancyEngine;
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namespace UI {
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class Button;
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}
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namespace State {
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class Map : public State, public Common::Singleton<Map> {
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public:
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enum State { kInit, kLoad, kRun, kExit };
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Map();
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virtual ~Map() = default;
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void process() override;
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void onStateEnter(const NancyState::NancyState prevState) override;
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bool onStateExit(const NancyState::NancyState nextState) override;
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const SoundDescription &getSound();
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protected:
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class MapViewport : public Nancy::RenderObject {
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public:
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MapViewport() : RenderObject(6) {}
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virtual ~MapViewport() = default;
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void init() override;
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void updateGraphics() override;
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void loadVideo(const Common::String &filename, const Common::String &palette = Common::String());
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void playVideo() { _decoder.start(); }
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void unloadVideo() { _decoder.close(); }
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AVFDecoder _decoder;
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private:
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};
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virtual void init() = 0;
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virtual void load();
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virtual void run() = 0;
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virtual void registerGraphics();
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void setLabel(int labelID);
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const MAP *_mapData;
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MapViewport _viewport;
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RenderObject _label;
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RenderObject _closedLabel;
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RenderObject _background;
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State _state;
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uint16 _mapID;
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int16 _pickedLocationID;
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Common::Array<bool> _activeLocations;
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Common::Array<Common::Rect> _locationLabelDests;
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};
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class TVDMap : public Map {
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friend class MapGlobe;
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public:
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TVDMap();
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virtual ~TVDMap() = default;
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private:
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class MapGlobe : public Nancy::UI::AnimatedButton {
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public:
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MapGlobe(uint zOrder, TVDMap *owner) : AnimatedButton(zOrder), _gargoyleEyes(zOrder), _owner(owner) {}
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virtual ~MapGlobe() = default;
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void init() override;
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void registerGraphics() override;
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void onClick() override;
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void onTrigger() override;
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private:
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TVDMap *_owner;
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RenderObject _gargoyleEyes;
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};
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void init() override;
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void load() override;
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void run() override;
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void registerGraphics() override;
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bool onStateExit(const NancyState::NancyState nextState) override;
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MapGlobe _globe;
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UI::ViewportOrnaments _ornaments;
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};
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class Nancy1Map : public Map {
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public:
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Nancy1Map();
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virtual ~Nancy1Map();
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private:
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void init() override;
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void load() override;
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void run() override;
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void registerGraphics() override;
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bool onStateExit(const NancyState::NancyState next) override;
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UI::Button *_button;
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};
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#define NancyMapState Nancy::State::Map::instance()
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} // End of namespace State
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} // End of namespace Nancy
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namespace Common {
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template<>
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Nancy::State::Map *Singleton<Nancy::State::Map>::makeInstance();
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} // End of namespace Common
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#endif // NANCY_STATE_MAP_H
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