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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: GameEngine.h /////////////////////////////////////////////////////////
- // The Game engine interface
- // Author: Michael S. Booth, April 2001
- #pragma once
- #ifndef _GAME_ENGINE_H_
- #define _GAME_ENGINE_H_
- #include "Common/SubsystemInterface.h"
- #include "Common/GameType.h"
- #define DEFAULT_MAX_FPS 45
- // forward declarations
- class AudioManager;
- class GameLogic;
- class GameClient;
- class MessageStream; ///< @todo Create a MessageStreamInterface abstract class
- class FileSystem;
- class Keyboard;
- class LocalFileSystem;
- class ArchiveFileSystem;
- class FileSystem;
- class Mouse;
- class NetworkInterface;
- class ModuleFactory;
- class ThingFactory;
- class FunctionLexicon;
- class Radar;
- class WebBrowser;
- class ParticleSystemManager;
- /**
- * The implementation of the game engine
- */
- class GameEngine : public SubsystemInterface
- {
- public:
- GameEngine( void );
- virtual ~GameEngine();
- virtual void init( void ); ///< Init engine by creating client and logic
- virtual void init( int argc, char *argv[] ); ///< Init engine by creating client and logic
- virtual void reset( void ); ///< reset system to starting state
- virtual void update( void ); ///< per frame update
- virtual void execute( void ); /**< The "main loop" of the game engine.
- It will not return until the game exits. */
- virtual void setFramesPerSecondLimit( Int fps ); ///< Set the maximum rate engine updates are allowed to occur
- virtual Int getFramesPerSecondLimit( void ); ///< Get maxFPS. Not inline since it is called from another lib.
- virtual void setQuitting( Bool quitting ); ///< set quitting status
- virtual Bool getQuitting(void); ///< is app getting ready to quit.
- virtual Bool isMultiplayerSession( void );
- virtual void serviceWindowsOS(void) {}; ///< service the native OS
- virtual Bool isActive(void) {return m_isActive;} ///< returns whether app has OS focus.
- virtual void setIsActive(Bool isActive) { m_isActive = isActive; };
- protected:
- virtual FileSystem *createFileSystem( void ); ///< Factory for FileSystem classes
- virtual LocalFileSystem *createLocalFileSystem( void ) = 0; ///< Factory for LocalFileSystem classes
- virtual ArchiveFileSystem *createArchiveFileSystem( void ) = 0; ///< Factory for ArchiveFileSystem classes
- virtual GameLogic *createGameLogic( void ) = 0; ///< Factory for GameLogic classes.
- virtual GameClient *createGameClient( void ) = 0; ///< Factory for GameClient classes.
- virtual MessageStream *createMessageStream( void ); ///< Factory for the message stream
- virtual ModuleFactory *createModuleFactory( void ) = 0; ///< Factory for modules
- virtual ThingFactory *createThingFactory( void ) = 0; ///< Factory for the thing factory
- virtual FunctionLexicon *createFunctionLexicon( void ) = 0; ///< Factory for Function Lexicon
- virtual Radar *createRadar( void ) = 0; ///< Factory for radar
- virtual WebBrowser *createWebBrowser( void ) = 0; ///< Factory for embedded browser
- virtual ParticleSystemManager* createParticleSystemManager( void ) = 0;
- virtual AudioManager *createAudioManager( void ) = 0; ///< Factory for Audio Manager
- Int m_maxFPS; ///< Maximum frames per second allowed
- Bool m_quitting; ///< true when we need to quit the game
- Bool m_isActive; ///< app has OS focus.
- };
- inline void GameEngine::setQuitting( Bool quitting ) { m_quitting = quitting; }
- inline Bool GameEngine::getQuitting(void) { return m_quitting; }
- // the game engine singleton
- extern GameEngine *TheGameEngine;
- /// This function creates a new game engine instance, and is device specific
- extern GameEngine *CreateGameEngine( void );
- /// The entry point for the game system
- extern void GameMain( int argc, char *argv[] );
- #endif // _GAME_ENGINE_H_
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