00001 /********************************************************************************* 00002 * 00003 * Razor! Engine - A modular C++ presentation engine 00004 * 00005 * $Id: ActionEngine.h,v 1.3 2003/03/17 22:16:24 teacy Exp $ 00006 * 00007 * Copyright (c) 2000-2003 Tilo Christ. All Rights Reserved. 00008 * 00009 * Permission is hereby granted, free of charge, to any person obtaining a 00010 * copy of this software and associated documentation files (the "Software"), 00011 * to deal in the Software without restriction, including without limitation 00012 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00013 * and/or sell copies of the Software, and to permit persons to whom the Software 00014 * is furnished to do so, subject to the following conditions: 00015 * 00016 * The above copyright notice and this permission notice shall be included in all 00017 * copies or substantial portions of the Software. 00018 * 00019 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 00020 * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR 00021 * PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE 00022 * FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 00023 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00024 * 00025 **********************************************************************************/ 00026 00027 00028 #ifndef ACTIONENGINE_H 00029 #define ACTIONENGINE_H 00030 00031 #include "Sections.h" 00032 #include <PalmOS.h> 00033 00034 #include "StateDescriptor.h" 00035 #include "Screen.h" 00036 00037 00038 /** 00039 * The base class for a game. 00040 * <br> 00041 * Defines the sequence of screens, and takes care of persistence. 00042 */ 00043 class ActionEngine 00044 { 00045 public: 00046 /// @name Lifecycle management 00047 //@{ 00048 /** 00049 * Construct a new ActionEngine 00050 */ 00051 ActionEngine(UInt16 numStateDescriptors) SEC_GAME; 00052 00053 00054 /** 00055 * Destroy the ActionEngine 00056 */ 00057 virtual ~ActionEngine() SEC_GAME = 0; 00058 //@} 00059 00060 00061 /// @name Control flow 00062 //@{ 00063 /** 00064 * Initialize the ActionEngine and all Screens. 00065 * Make sure you set the persistent state of the ActionEngine and 00066 * all Screens to working default values. 00067 */ 00068 virtual void init() SEC_GAME = 0; 00069 00070 /** 00071 * Get the currently needed Screen 00072 * Ownership of the screen is transferred to the caller. 00073 */ 00074 virtual Screen* getCurrentScreen() const SEC_GAME = 0; 00075 00076 /** 00077 * Get the next Screen in the sequence of Screens. 00078 * Ownership of the screen is transferred to the caller. 00079 */ 00080 virtual Screen *getNextScreen() SEC_GAME = 0; 00081 //@} 00082 00083 00084 /// @name Persistence 00085 //@{ 00086 /** 00087 * The version number of the application state. 00088 * 00089 * This should be increased by 1 every time the application's 00090 * state descriptor layout changes. 00091 * 00092 * @return a version number 00093 */ 00094 virtual UInt16 getStateDescriptorsVersion() const SEC_GAME = 0; 00095 00096 00097 /** 00098 * Return the nth state descriptor for this ActionEngine. 00099 * Ownership of the descriptor remains with the ActionEngine. 00100 * 00101 * @return a StateDescriptor 00102 */ 00103 StateDescriptor *getStateDescriptor(UInt16 index) const SEC_GAME; 00104 //@} 00105 00106 00107 /// @name Miscellaneous 00108 //@{ 00109 virtual Boolean getPreventAutoOff() const SEC_GAME; 00110 //@} 00111 00112 00113 protected: 00114 StateDescriptorPtr *stateDescriptors; 00115 00116 private: 00117 UInt16 numStateDescriptors; 00118 }; 00119 00120 00121 00122 #define MYACTIONENGINE_PUBLIC_OPS \ 00123 MyActionEngine() SEC_GAME; \ 00124 ~MyActionEngine() SEC_GAME; \ 00125 void init() SEC_GAME; \ 00126 Screen *getCurrentScreen() const SEC_GAME; \ 00127 Screen *getNextScreen() SEC_GAME; \ 00128 \ 00129 UInt16 getStateDescriptorsVersion() const SEC_GAME; 00130 00131 00132 00133 00134 00135 #endif