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#ifndef ENGINE_H
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#define ENGINE_H
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#include <string>
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#include <boost/filesystem.hpp>
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#include <OgreFrameListener.h>
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#include <openengine/ogre/renderer.hpp>
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#include <components/compiler/extensions.hpp>
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#include "mwworld/environment.hpp"
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#include "mwworld/ptr.hpp"
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namespace Compiler
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{
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class Context;
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}
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namespace MWScript
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{
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class ScriptManager;
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}
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namespace MWSound
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{
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class SoundManager;
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}
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namespace MWWorld
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{
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class World;
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}
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namespace MWGui
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{
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class WindowManager;
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}
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namespace OEngine
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{
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namespace GUI
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{
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class MyGUIManager;
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}
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}
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namespace OMW
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{
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/// \brief Main engine class, that brings together all the components of OpenMW
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class Engine : private Ogre::FrameListener
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{
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boost::filesystem::path mDataDir;
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OEngine::Render::OgreRenderer mOgre;
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std::string mCellName;
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std::string mMaster;
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bool mDebug;
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bool mVerboseScripts;
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bool mNewGame;
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MWWorld::Environment mEnvironment;
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MWScript::ScriptManager *mScriptManager;
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Compiler::Extensions mExtensions;
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Compiler::Context *mScriptContext;
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OEngine::GUI::MyGUIManager *mGuiManager;
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int focusFrameCounter;
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static const int focusUpdateFrame = 10;
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MWWorld::Ptr mIgnoreLocalPtr;
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// not implemented
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Engine (const Engine&);
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Engine& operator= (const Engine&);
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/// add resources directory
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/// \note This function works recursively.
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void addResourcesDirectory (const boost::filesystem::path& path);
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/// Load all BSA files in data directory.
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void loadBSA();
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void executeLocalScripts();
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virtual bool frameStarted(const Ogre::FrameEvent& evt);
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/// Process pending commands
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public:
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Engine();
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~Engine();
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/// Set data dir
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void setDataDir (const boost::filesystem::path& dataDir);
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/// Set start cell name (only interiors for now)
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void setCell (const std::string& cellName);
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/// Set master file (esm)
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/// - If the given name does not have an extension, ".esm" is added automatically
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/// - Currently OpenMW only supports one master at the same time.
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void addMaster (const std::string& master);
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/// Enable debug mode:
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/// - non-exclusive input
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void enableDebugMode();
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/// Enable the command server so external apps can send commands to the console.
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/// Must be set before go().
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/// Enable verbose script output
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void enableVerboseScripts();
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/// Start as a new game.
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void setNewGame();
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/// Initialise and enter main loop.
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void go();
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/// Activate the focussed object.
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void activate();
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};
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}
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#endif
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