121 lines
4.9 KiB
C++

/*
** Command & Conquer Generals(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; };
virtual void checkAbnormalQuitting(void); ///< check if user is quitting at an unusual time - as in cheating!
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_