view engine/core/controller/engine.i @ 524:6037f79b0dcf

Multiple quests now work. Added the item layer. Made movement more like diablo by allowing you to hold and drag the left mouse button. All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 21:11:37 +0000
parents 79678719d569
children 356634098bd9
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/***************************************************************************
 *   Copyright (C) 2005-2008 by the FIFE team                              *
 *   http://www.fifengine.de                                               *
 *   This file is part of FIFE.                                            *
 *                                                                         *
 *   FIFE is free software; you can redistribute it and/or                 *
 *   modify it under the terms of the GNU Lesser General Public            *
 *   License as published by the Free Software Foundation; either          *
 *   version 2.1 of the License, or (at your option) any later version.    *
 *                                                                         *
 *   This library 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     *
 *   Lesser General Public License for more details.                       *
 *                                                                         *
 *   You should have received a copy of the GNU Lesser General Public      *
 *   License along with this library; if not, write to the                 *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA          *
 ***************************************************************************/
%module fife
%{
#include "controller/engine.h"
%}

namespace FIFE {

	class SoundManager;
	class EventManager;
	class TimeManager;
	class GUIManager;
	class ImagePool;
	class AnimationPool;
	class SoundClipPool;
	class RenderBackend;
	class Model;
	class LogManager;
	class GuiFont;
	class VFS;
	class Cursor;
	class RendererBase;

	class EngineSettings {
	public:
		~EngineSettings();
		void validate() const;
		void setBitsPerPixel(unsigned int bitsperpixel);
		unsigned int getBitsPerPixel() const;
		std::vector<unsigned int> getPossibleBitsPerPixel() const;
		std::vector<std::pair<unsigned int, unsigned int> > getPossibleResolutions() const;
		void setFullScreen(bool fullscreen);
		bool isFullScreen() const;
		void setInitialVolume(float volume);
		float getInitialVolume() const;
		float getMaxVolume() const;
		void setRenderBackend(const std::string& renderbackend);
		const std::string getRenderBackend() const;
		std::vector<std::string> getPossibleRenderBackends();
		void setSDLRemoveFakeAlpha(bool sdlremovefakealpha);
		bool isSDLRemoveFakeAlpha(bool sdlremovefakealpha) const;
		void setScreenWidth(unsigned int screenwidth);
		unsigned int getScreenWidth() const;
		void setScreenHeight(unsigned int screenheight);
		unsigned int getScreenHeight() const;
		void setDefaultFontPath(const std::string& defaultfontpath);
		std::string getDefaultFontPath() const;
		void setDefaultFontSize(const unsigned int defaultfontsize);
		unsigned int getDefaultFontSize() const;
		void setDefaultFontGlyphs(const std::string& defaultfontglyphs);
		std::string getDefaultFontGlyphs() const;
		void setImageChunkingSize(unsigned int size);
		unsigned int getImageChunkingSize();
		void setWindowTitle(const std::string& title);
		std::string getWindowTitle() const;
		void setWindowIcon(const std::string& icon);
		std::string getWindowIcon() const;
		void setColorKeyEnabled(bool colorkeyenable);
		bool isColorKeyEnabled() const;
		void setColorKey(Uint8 r, Uint8 g, Uint8 b);
		const SDL_Color& getColorKey() const;
		
	private:
		EngineSettings();
	};	
	
	class Engine {
	public:
		Engine();
		virtual ~Engine();
		void initializePumping();
		void finalizePumping();
		void pump();

		EngineSettings& getSettings();
		void init();
		void destroy();

		SoundManager* getSoundManager();
		EventManager* getEventManager();
		TimeManager* getTimeManager();
		GUIManager* getGuiManager();
		ImagePool* getImagePool();
		AnimationPool* getAnimationPool();
		SoundClipPool* getSoundClipPool();
		RenderBackend* getRenderBackend();
		Model* getModel();
		LogManager* getLogManager();
		GuiFont* getDefaultFont();
		VFS* getVFS();
		Cursor* getCursor();
	};
}