AGS: Beginnings of engine/ inclusion

This commit is contained in:
Paul Gilbert 2020-11-22 20:31:43 -08:00
parent 197b2ef34d
commit 9a78e04039
436 changed files with 3522 additions and 3367 deletions

View File

@ -29,9 +29,9 @@
#ifndef AGS_ENGINE_AC_ASSETHELPER_H
#define AGS_ENGINE_AC_ASSETHELPER_H
#include <memory>
#include <utility>
#include "util/string.h"
#include "ags/std/memory.h"
#include "ags/std/utility.h"
#include "ags/shared/util/string.h"
namespace AGS3 {

View File

@ -20,14 +20,14 @@
*
*/
#include "ac/audiochannel.h"
#include "ac/gamestate.h"
#include "ac/global_audio.h"
#include "ac/dynobj/cc_audioclip.h"
#include "debug/debug_log.h"
#include "game/roomstruct.h"
#include "script/runtimescriptvalue.h"
#include "media/audio/audio_system.h"
#include "ags/engine/ac/audiochannel.h"
#include "ags/engine/ac/gamestate.h"
#include "ags/engine/ac/global_audio.h"
#include "ags/engine/ac/dynobj/cc_audioclip.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/game/roomstruct.h"
#include "ags/engine/script/runtimescriptvalue.h"
#include "ags/engine/media/audio/audio_system.h"
namespace AGS3 {
@ -202,9 +202,9 @@ void AudioChannel_SetRoomLocation(ScriptAudioChannel *channel, int xPos, int yPo
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
// int | ScriptAudioChannel *channel
RuntimeScriptValue Sc_AudioChannel_GetID(void *self, const RuntimeScriptValue *params, int32_t param_count) {

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_AUDIOCHANNEL_H
#define AGS_ENGINE_AC_AUDIOCHANNEL_H
#include "ac/dynobj/scriptaudioclip.h"
#include "ac/dynobj/scriptaudiochannel.h"
#include "ags/shared/ac/dynobj/scriptaudioclip.h"
#include "ags/engine/ac/dynobj/scriptaudiochannel.h"
namespace AGS3 {

View File

@ -20,13 +20,13 @@
*
*/
#include "ac/asset_helper.h"
#include "ac/audioclip.h"
#include "ac/audiochannel.h"
#include "ac/gamesetupstruct.h"
#include "script/runtimescriptvalue.h"
#include "ac/dynobj/cc_audiochannel.h"
#include "media/audio/audio_system.h"
#include "ags/engine/ac/asset_helper.h"
#include "ags/engine/ac/audioclip.h"
#include "ags/engine/ac/audiochannel.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/engine/script/runtimescriptvalue.h"
#include "ags/engine/ac/dynobj/cc_audiochannel.h"
#include "ags/engine/media/audio/audio_system.h"
namespace AGS3 {
@ -80,9 +80,9 @@ ScriptAudioChannel *AudioClip_PlayQueued(ScriptAudioClip *clip, int priority, in
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
RuntimeScriptValue Sc_AudioClip_GetID(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_INT(ScriptAudioClip, AudioClip_GetID);

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_AUDIOCLIP_H
#define AGS_ENGINE_AC_AUDIOCLIP_H
#include "ac/dynobj/scriptaudioclip.h"
#include "ac/dynobj/scriptaudiochannel.h"
#include "ags/shared/ac/dynobj/scriptaudioclip.h"
#include "ags/engine/ac/dynobj/scriptaudiochannel.h"
namespace AGS3 {

View File

@ -20,17 +20,22 @@
*
*/
#include "ac/button.h"
#include "ac/common.h"
#include "ac/gui.h"
#include "ac/view.h"
#include "ac/gamesetupstruct.h"
#include "ac/global_translation.h"
#include "ac/string.h"
#include "ac/viewframe.h"
#include "debug/debug_log.h"
#include "gui/animatingguibutton.h"
#include "gui/guimain.h"
#include "ags/engine/ac/button.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/gui.h"
#include "ags/shared/ac/view.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/engine/ac/global_translation.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/viewframe.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/gui/animatingguibutton.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/script/script_api.h"
#include "ags/engine/script/script_runtime.h"
#include "ags/engine/ac/dynobj/scriptstring.h"
namespace AGS3 {
@ -301,11 +306,6 @@ void Button_SetTextAlignment(GUIButton *butt, int align) {
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ac/dynobj/scriptstring.h"
extern ScriptString myScriptStringImpl;
// void | GUIButton *butt, int view, int loop, int speed, int repeat

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_BUTTON_H
#define AGS_ENGINE_AC_BUTTON_H
#include "gui/guibutton.h"
#include "ags/shared/gui/guibutton.h"
namespace AGS3 {

View File

@ -20,8 +20,8 @@
*
*/
#include "ac/cdaudio.h"
#include "platform/base/agsplatformdriver.h"
#include "ags/engine/ac/cdaudio.h"
#include "ags/engine/platform/base/agsplatformdriver.h"
namespace AGS3 {

View File

@ -26,50 +26,50 @@
//
//=============================================================================
#include "ac/character.h"
#include "ac/common.h"
#include "ac/gamesetupstruct.h"
#include "ac/view.h"
#include "ac/display.h"
#include "ac/draw.h"
#include "ac/event.h"
#include "ac/game.h"
#include "ac/global_audio.h"
#include "ac/global_character.h"
#include "ac/global_game.h"
#include "ac/global_object.h"
#include "ac/global_region.h"
#include "ac/global_room.h"
#include "ac/global_translation.h"
#include "ac/gui.h"
#include "ac/lipsync.h"
#include "ac/mouse.h"
#include "ac/object.h"
#include "ac/overlay.h"
#include "ac/properties.h"
#include "ac/room.h"
#include "ac/screenoverlay.h"
#include "ac/string.h"
#include "ac/system.h"
#include "ac/viewframe.h"
#include "ac/walkablearea.h"
#include "gui/guimain.h"
#include "ac/route_finder.h"
#include "ac/gamestate.h"
#include "debug/debug_log.h"
#include "main/game_run.h"
#include "main/update.h"
#include "ac/spritecache.h"
#include "util/string_compat.h"
#include <math.h>
#include "gfx/graphicsdriver.h"
#include "script/runtimescriptvalue.h"
#include "ac/dynobj/cc_character.h"
#include "ac/dynobj/cc_inventory.h"
#include "script/script_runtime.h"
#include "gfx/gfx_def.h"
#include "media/audio/audio_system.h"
#include "ac/movelist.h"
#include "ags/shared/ac/character.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/view.h"
#include "ags/shared/ac/display.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/event.h"
#include "ags/shared/ac/game.h"
#include "ags/shared/ac/global_audio.h"
#include "ags/shared/ac/global_character.h"
#include "ags/shared/ac/global_game.h"
#include "ags/shared/ac/global_object.h"
#include "ags/shared/ac/global_region.h"
#include "ags/shared/ac/global_room.h"
#include "ags/shared/ac/global_translation.h"
#include "ags/shared/ac/gui.h"
#include "ags/shared/ac/lipsync.h"
#include "ags/shared/ac/mouse.h"
#include "ags/shared/ac/object.h"
#include "ags/shared/ac/overlay.h"
#include "ags/shared/ac/properties.h"
#include "ags/shared/ac/room.h"
#include "ags/shared/ac/screenoverlay.h"
#include "ags/shared/ac/string.h"
#include "ags/shared/ac/system.h"
#include "ags/shared/ac/viewframe.h"
#include "ags/shared/ac/walkablearea.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/ac/route_finder.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/main/game_run.h"
#include "ags/shared/main/update.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/util/string_compat.h"
//include <math.h>
#include "ags/shared/gfx/graphicsdriver.h"
#include "ags/shared/script/runtimescriptvalue.h"
#include "ags/shared/ac/dynobj/cc_character.h"
#include "ags/shared/ac/dynobj/cc_inventory.h"
#include "ags/shared/script/script_runtime.h"
#include "ags/shared/gfx/gfx_def.h"
#include "ags/shared/media/audio/audio_system.h"
#include "ags/shared/ac/movelist.h"
namespace AGS3 {
@ -2848,10 +2848,10 @@ PViewport FindNearestViewport(int charid) {
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ac/dynobj/scriptstring.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
#include "ags/shared/ac/dynobj/scriptstring.h"
extern ScriptString myScriptStringImpl;

View File

@ -23,13 +23,13 @@
#ifndef AGS_ENGINE_AC_CHARACTER_H
#define AGS_ENGINE_AC_CHARACTER_H
#include "ac/characterinfo.h"
#include "ac/characterextras.h"
#include "ac/dynobj/scriptobject.h"
#include "ac/dynobj/scriptinvitem.h"
#include "ac/dynobj/scriptoverlay.h"
#include "game/viewport.h"
#include "util/geometry.h"
#include "ags/shared/ac/characterinfo.h"
#include "ags/engine/ac/characterextras.h"
#include "ags/engine/ac/dynobj/scriptobject.h"
#include "ags/engine/ac/dynobj/scriptinvitem.h"
#include "ags/engine/ac/dynobj/scriptoverlay.h"
#include "ags/engine/game/viewport.h"
#include "ags/shared/util/geometry.h"
namespace AGS3 {
@ -193,14 +193,14 @@ int is_valid_character(int newchar);
int wantMoveNow(CharacterInfo *chi, CharacterExtras *chex);
void setup_player_character(int charid);
void CheckViewFrameForCharacter(CharacterInfo *chi);
Common::Bitmap *GetCharacterImage(int charid, int *isFlipped);
Shared::Bitmap *GetCharacterImage(int charid, int *isFlipped);
CharacterInfo *GetCharacterAtScreen(int xx, int yy);
// Get character ID at the given room coordinates
int is_pos_on_character(int xx, int yy);
void get_char_blocking_rect(int charid, int *x1, int *y1, int *width, int *y2);
// Check whether the source char has walked onto character ww
int is_char_on_another(int sourceChar, int ww, int *fromxptr, int *cwidptr);
int my_getpixel(Common::Bitmap *blk, int x, int y);
int my_getpixel(Shared::Bitmap *blk, int x, int y);
// X and Y co-ordinates must be in 320x200 format
int check_click_on_character(int xx, int yy, int mood);
int is_pos_on_character(int xx, int yy);

View File

@ -28,13 +28,14 @@ namespace AGS3 {
namespace AGS {
namespace Shared {
class Bitmap;
}
}
} // namespace Shared
} // namespace AGS
using namespace AGS; // FIXME later
// stores cached info about the character
struct CharacterCache {
Common::Bitmap *image;
Shared::Bitmap *image;
int sppic;
int scaling;
int inUse;

View File

@ -20,8 +20,8 @@
*
*/
#include "ac/characterextras.h"
#include "util/stream.h"
#include "ags/shared/ac/characterextras.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_CHARACTEREXTRAS_H
#define AGS_ENGINE_AC_CHARACTEREXTRAS_H
#include "ac/runtime_defines.h"
#include "ags/engine/ac/runtime_defines.h"
namespace AGS3 {
@ -56,8 +56,8 @@ struct CharacterExtras {
char slow_move_counter;
short animwait;
void ReadFromFile(Common::Stream *in);
void WriteToFile(Common::Stream *out);
void ReadFromFile(Shared::Stream *in);
void WriteToFile(Shared::Stream *out);
};
} // namespace AGS3

View File

@ -20,20 +20,20 @@
*
*/
#include "ac/characterinfo.h"
#include "ac/common.h"
#include "ac/gamesetupstruct.h"
#include "ac/character.h"
#include "ac/characterextras.h"
#include "ac/gamestate.h"
#include "ac/global_character.h"
#include "ac/math.h"
#include "ac/viewframe.h"
#include "debug/debug_log.h"
#include "game/roomstruct.h"
#include "main/maindefines_ex.h" // RETURN_CONTINUE
#include "main/update.h"
#include "media/audio/audio_system.h"
#include "ags/shared/ac/characterinfo.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/character.h"
#include "ags/shared/ac/characterextras.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/global_character.h"
#include "ags/shared/ac/math.h"
#include "ags/shared/ac/viewframe.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/game/roomstruct.h"
#include "ags/shared/main/maindefines_ex.h" // RETURN_CONTINUE
#include "ags/shared/main/update.h"
#include "ags/shared/media/audio/audio_system.h"
namespace AGS3 {

View File

@ -20,10 +20,10 @@
*
*/
#include <time.h>
#include "ac/datetime.h"
#include "platform/base/agsplatformdriver.h"
#include "script/runtimescriptvalue.h"
//include <time.h>
#include "ags/shared/ac/datetime.h"
#include "ags/shared/platform/base/agsplatformdriver.h"
#include "ags/shared/script/runtimescriptvalue.h"
namespace AGS3 {
@ -75,9 +75,9 @@ int DateTime_GetRawTime(ScriptDateTime *sdt) {
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
// ScriptDateTime* ()
RuntimeScriptValue Sc_DateTime_Now(const RuntimeScriptValue *params, int32_t param_count) {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DATETIME_H
#define AGS_ENGINE_AC_DATETIME_H
#include "ac/dynobj/scriptdatetime.h"
#include "ags/engine/ac/dynobj/scriptdatetime.h"
namespace AGS3 {

View File

@ -20,45 +20,45 @@
*
*/
#include "ac/dialog.h"
#include "ac/common.h"
#include "ac/character.h"
#include "ac/characterinfo.h"
#include "ac/dialogtopic.h"
#include "ac/display.h"
#include "ac/draw.h"
#include "ac/gamestate.h"
#include "ac/gamesetupstruct.h"
#include "ac/global_character.h"
#include "ac/global_dialog.h"
#include "ac/global_display.h"
#include "ac/global_game.h"
#include "ac/global_gui.h"
#include "ac/global_room.h"
#include "ac/global_translation.h"
#include "ac/keycode.h"
#include "ac/overlay.h"
#include "ac/mouse.h"
#include "ac/parser.h"
#include "ac/sys_events.h"
#include "ac/string.h"
#include "ac/dynobj/scriptdialogoptionsrendering.h"
#include "ac/dynobj/scriptdrawingsurface.h"
#include "ac/system.h"
#include "debug/debug_log.h"
#include "font/fonts.h"
#include "script/cc_instance.h"
#include "gui/guimain.h"
#include "gui/guitextbox.h"
#include "main/game_run.h"
#include "platform/base/agsplatformdriver.h"
#include "script/script.h"
#include "ac/spritecache.h"
#include "gfx/ddb.h"
#include "gfx/gfx_util.h"
#include "gfx/graphicsdriver.h"
#include "ac/mouse.h"
#include "media/audio/audio_system.h"
#include "ags/shared/ac/dialog.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/character.h"
#include "ags/shared/ac/characterinfo.h"
#include "ags/shared/ac/dialogtopic.h"
#include "ags/shared/ac/display.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/global_character.h"
#include "ags/shared/ac/global_dialog.h"
#include "ags/shared/ac/global_display.h"
#include "ags/shared/ac/global_game.h"
#include "ags/shared/ac/global_gui.h"
#include "ags/shared/ac/global_room.h"
#include "ags/shared/ac/global_translation.h"
#include "ags/shared/ac/keycode.h"
#include "ags/shared/ac/overlay.h"
#include "ags/shared/ac/mouse.h"
#include "ags/shared/ac/parser.h"
#include "ags/shared/ac/sys_events.h"
#include "ags/shared/ac/string.h"
#include "ags/shared/ac/dynobj/scriptdialogoptionsrendering.h"
#include "ags/shared/ac/dynobj/scriptdrawingsurface.h"
#include "ags/shared/ac/system.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/script/cc_instance.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/gui/guitextbox.h"
#include "ags/shared/main/game_run.h"
#include "ags/shared/platform/base/agsplatformdriver.h"
#include "ags/shared/script/script.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/gfx/ddb.h"
#include "ags/shared/gfx/gfx_util.h"
#include "ags/shared/gfx/graphicsdriver.h"
#include "ags/shared/ac/mouse.h"
#include "ags/shared/media/audio/audio_system.h"
namespace AGS3 {
@ -1148,10 +1148,10 @@ void do_conversation(int dlgnum) {
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ac/dynobj/scriptstring.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
#include "ags/shared/ac/dynobj/scriptstring.h"
extern ScriptString myScriptStringImpl;

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_DIALOG_H
#define AGS_ENGINE_AC_DIALOG_H
#include <vector>
#include "ac/dynobj/scriptdialog.h"
#include "ags/std/vector.h"
#include "ags/engine/ac/dynobj/scriptdialog.h"
namespace AGS3 {

View File

@ -20,13 +20,13 @@
*
*/
#include "ac/dialog.h"
#include "ac/dialogtopic.h"
#include "ac/dialogoptionsrendering.h"
#include "ac/gamestructdefines.h"
#include "debug/debug_log.h"
#include "script/runtimescriptvalue.h"
#include "ac/dynobj/cc_dialog.h"
#include "ags/shared/ac/dialog.h"
#include "ags/shared/ac/dialogtopic.h"
#include "ags/shared/ac/dialogoptionsrendering.h"
#include "ags/shared/ac/gamestructdefines.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/script/runtimescriptvalue.h"
#include "ags/shared/ac/dynobj/cc_dialog.h"
namespace AGS3 {
@ -138,9 +138,9 @@ void DialogOptionsRendering_SetActiveOptionID(ScriptDialogOptionsRendering *dlgO
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
RuntimeScriptValue Sc_DialogOptionsRendering_Update(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_VOID(ScriptDialogOptionsRendering, DialogOptionsRendering_Update);

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_DIALOGOPTIONSRENDERING_H
#define AGS_ENGINE_AC_DIALOGOPTIONSRENDERING_H
#include "ac/dynobj/scriptdialog.h"
#include "ac/dynobj/scriptdialogoptionsrendering.h"
#include "ags/engine/ac/dynobj/scriptdialog.h"
#include "ags/engine/ac/dynobj/scriptdialogoptionsrendering.h"
namespace AGS3 {

View File

@ -20,40 +20,40 @@
*
*/
#include <math.h>
//include <math.h>
#include "ac/display.h"
#include "ac/common.h"
#include "font/agsfontrenderer.h"
#include "font/fonts.h"
#include "ac/character.h"
#include "ac/draw.h"
#include "ac/game.h"
#include "ac/gamesetupstruct.h"
#include "ac/gamestate.h"
#include "ac/global_audio.h"
#include "ac/global_game.h"
#include "ac/gui.h"
#include "ac/mouse.h"
#include "ac/overlay.h"
#include "ac/sys_events.h"
#include "ac/screenoverlay.h"
#include "ac/speech.h"
#include "ac/string.h"
#include "ac/system.h"
#include "ac/topbarsettings.h"
#include "debug/debug_log.h"
#include "gfx/blender.h"
#include "gui/guibutton.h"
#include "gui/guimain.h"
#include "main/game_run.h"
#include "platform/base/agsplatformdriver.h"
#include "ac/spritecache.h"
#include "gfx/gfx_util.h"
#include "util/string_utils.h"
#include "ac/mouse.h"
#include "media/audio/audio_system.h"
#include "ac/timer.h"
#include "ags/shared/ac/display.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/font/agsfontrenderer.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/ac/character.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/game.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/global_audio.h"
#include "ags/shared/ac/global_game.h"
#include "ags/shared/ac/gui.h"
#include "ags/shared/ac/mouse.h"
#include "ags/shared/ac/overlay.h"
#include "ags/shared/ac/sys_events.h"
#include "ags/shared/ac/screenoverlay.h"
#include "ags/shared/ac/speech.h"
#include "ags/shared/ac/string.h"
#include "ags/shared/ac/system.h"
#include "ags/shared/ac/topbarsettings.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/gfx/blender.h"
#include "ags/shared/gui/guibutton.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/main/game_run.h"
#include "ags/shared/platform/base/agsplatformdriver.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/gfx/gfx_util.h"
#include "ags/shared/util/string_utils.h"
#include "ags/shared/ac/mouse.h"
#include "ags/shared/media/audio/audio_system.h"
#include "ags/shared/ac/timer.h"
namespace AGS3 {
@ -530,7 +530,7 @@ void wouttextxy_AutoOutline(Bitmap *ds, size_t font, int32_t color, const char *
}
// Draw an outline if requested, then draw the text on top
void wouttext_outline(Common::Bitmap *ds, int xxp, int yyp, int font, color_t text_color, const char *texx) {
void wouttext_outline(Shared::Bitmap *ds, int xxp, int yyp, int font, color_t text_color, const char *texx) {
size_t const text_font = static_cast<size_t>(font);
// Draw outline (a backdrop) if requested
color_t const outline_color = ds->GetCompatibleColor(play.speech_text_shadow);

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DISPLAY_H
#define AGS_ENGINE_AC_DISPLAY_H
#include "gui/guimain.h"
#include "ags/shared/gui/guimain.h"
namespace AGS3 {
@ -48,8 +48,8 @@ int GetTextDisplayLength(const char *text);
// Calculates number of game loops for displaying a text on screen
int GetTextDisplayTime(const char *text, int canberel = 0);
// Draw an outline if requested, then draw the text on top
void wouttext_outline(Common::Bitmap *ds, int xxp, int yyp, int usingfont, color_t text_color, const char *texx);
void wouttext_aligned(Common::Bitmap *ds, int usexp, int yy, int oriwid, int usingfont, color_t text_color, const char *text, HorAlignment align);
void wouttext_outline(Shared::Bitmap *ds, int xxp, int yyp, int usingfont, color_t text_color, const char *texx);
void wouttext_aligned(Shared::Bitmap *ds, int usexp, int yy, int oriwid, int usingfont, color_t text_color, const char *text, HorAlignment align);
// TODO: GUI classes located in Common library do not make use of outlining,
// need to find a way to make all code use same functions.
// Get the maximal height of the given font, with corresponding outlining
@ -62,10 +62,10 @@ int getfontlinegap(int font);
int getheightoflines(int font, int numlines);
// Get the maximal width of the given font, with corresponding outlining
int wgettextwidth_compensate(const char *tex, int font);
void do_corner(Common::Bitmap *ds, int sprn, int xx1, int yy1, int typx, int typy);
void do_corner(Shared::Bitmap *ds, int sprn, int xx1, int yy1, int typx, int typy);
// Returns the image of a button control on the GUI under given child index
int get_but_pic(GUIMain *guo, int indx);
void draw_button_background(Common::Bitmap *ds, int xx1, int yy1, int xx2, int yy2, GUIMain *iep);
void draw_button_background(Shared::Bitmap *ds, int xx1, int yy1, int xx2, int yy2, GUIMain *iep);
// Calculate the width that the left and right border of the textwindow
// GUI take up
int get_textwindow_border_width(int twgui);
@ -76,8 +76,8 @@ int get_textwindow_top_border_height(int twgui);
// point text_window_ds to it
// returns text start x & y pos in parameters
// Warning!: draw_text_window() and draw_text_window_and_bar() can create new text_window_ds
void draw_text_window(Common::Bitmap **text_window_ds, bool should_free_ds, int *xins, int *yins, int *xx, int *yy, int *wii, color_t *set_text_color, int ovrheight, int ifnum);
void draw_text_window_and_bar(Common::Bitmap **text_window_ds, bool should_free_ds,
void draw_text_window(Shared::Bitmap **text_window_ds, bool should_free_ds, int *xins, int *yins, int *xx, int *yy, int *wii, color_t *set_text_color, int ovrheight, int ifnum);
void draw_text_window_and_bar(Shared::Bitmap **text_window_ds, bool should_free_ds,
int *xins, int *yins, int *xx, int *yy, int *wii, color_t *set_text_color, int ovrheight = 0, int ifnum = -1);
int get_textwindow_padding(int ifnum);

View File

@ -20,56 +20,56 @@
*
*/
#include <algorithm>
#include <cmath>
#include "aastr.h"
#include "core/platform.h"
#include "ac/common.h"
#include "util/compress.h"
#include "ac/view.h"
#include "ac/charactercache.h"
#include "ac/characterextras.h"
#include "ac/characterinfo.h"
#include "ac/display.h"
#include "ac/draw.h"
#include "ac/draw_software.h"
#include "ac/gamesetup.h"
#include "ac/gamesetupstruct.h"
#include "ac/gamestate.h"
#include "ac/global_game.h"
#include "ac/global_gui.h"
#include "ac/global_region.h"
#include "ac/gui.h"
#include "ac/mouse.h"
#include "ac/objectcache.h"
#include "ac/overlay.h"
#include "ac/sys_events.h"
#include "ac/roomobject.h"
#include "ac/roomstatus.h"
#include "ac/runtime_defines.h"
#include "ac/screenoverlay.h"
#include "ac/sprite.h"
#include "ac/spritelistentry.h"
#include "ac/string.h"
#include "ac/system.h"
#include "ac/viewframe.h"
#include "ac/walkablearea.h"
#include "ac/walkbehind.h"
#include "ac/dynobj/scriptsystem.h"
#include "debug/debugger.h"
#include "debug/debug_log.h"
#include "font/fonts.h"
#include "gui/guimain.h"
#include "platform/base/agsplatformdriver.h"
#include "plugin/agsplugin.h"
#include "plugin/plugin_engine.h"
#include "ac/spritecache.h"
#include "gfx/gfx_util.h"
#include "gfx/graphicsdriver.h"
#include "gfx/ali3dexception.h"
#include "gfx/blender.h"
#include "media/audio/audio_system.h"
#include "ac/game.h"
//include <algorithm>
//include <cmath>
#include "ags/shared/aastr.h"
#include "ags/shared/core/platform.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/util/compress.h"
#include "ags/shared/ac/view.h"
#include "ags/shared/ac/charactercache.h"
#include "ags/shared/ac/characterextras.h"
#include "ags/shared/ac/characterinfo.h"
#include "ags/shared/ac/display.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/draw_software.h"
#include "ags/shared/ac/gamesetup.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/global_game.h"
#include "ags/shared/ac/global_gui.h"
#include "ags/shared/ac/global_region.h"
#include "ags/shared/ac/gui.h"
#include "ags/shared/ac/mouse.h"
#include "ags/shared/ac/objectcache.h"
#include "ags/shared/ac/overlay.h"
#include "ags/shared/ac/sys_events.h"
#include "ags/shared/ac/roomobject.h"
#include "ags/shared/ac/roomstatus.h"
#include "ags/shared/ac/runtime_defines.h"
#include "ags/shared/ac/screenoverlay.h"
#include "ags/shared/ac/sprite.h"
#include "ags/shared/ac/spritelistentry.h"
#include "ags/shared/ac/string.h"
#include "ags/shared/ac/system.h"
#include "ags/shared/ac/viewframe.h"
#include "ags/shared/ac/walkablearea.h"
#include "ags/shared/ac/walkbehind.h"
#include "ags/shared/ac/dynobj/scriptsystem.h"
#include "ags/shared/debug/debugger.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/platform/base/agsplatformdriver.h"
#include "ags/shared/plugin/agsplugin.h"
#include "ags/shared/plugin/plugin_engine.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/gfx/gfx_util.h"
#include "ags/shared/gfx/graphicsdriver.h"
#include "ags/shared/gfx/ali3dexception.h"
#include "ags/shared/gfx/blender.h"
#include "ags/shared/media/audio/audio_system.h"
#include "ags/shared/ac/game.h"
namespace AGS3 {
@ -77,8 +77,8 @@ using namespace AGS::Shared;
using namespace AGS::Engine;
#if AGS_PLATFORM_OS_ANDROID
#include <sys/stat.h>
#include <android/log.h>
//include <sys/stat.h>
//include <android/log.h>
extern "C" void android_render();
#endif

View File

@ -23,18 +23,18 @@
#ifndef AGS_ENGINE_AC_DRAW_H
#define AGS_ENGINE_AC_DRAW_H
#include <memory>
#include "core/types.h"
#include "ac/common_defines.h"
#include "gfx/gfx_def.h"
#include "util/wgt2allg.h"
#include "ags/std/memory.h"
#include "ags/shared/core/types.h"
#include "ags/shared/ac/common_defines.h"
#include "ags/shared/gfx/gfx_def.h"
#include "ags/shared/util/wgt2allg.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
class Bitmap;
typedef std::shared_ptr<Common::Bitmap> PBitmap;
typedef std::shared_ptr<Shared::Bitmap> PBitmap;
}
namespace Engine {
class IDriverDependantBitmap;
@ -104,8 +104,8 @@ void invalidate_rect(int x1, int y1, int x2, int y2, bool in_room);
void mark_current_background_dirty();
void invalidate_cached_walkbehinds();
// Avoid freeing and reallocating the memory if possible
Common::Bitmap *recycle_bitmap(Common::Bitmap *bimp, int coldep, int wid, int hit, bool make_transparent = false);
Engine::IDriverDependantBitmap *recycle_ddb_bitmap(Engine::IDriverDependantBitmap *bimp, Common::Bitmap *source, bool hasAlpha = false, bool opaque = false);
Shared::Bitmap *recycle_bitmap(Shared::Bitmap *bimp, int coldep, int wid, int hit, bool make_transparent = false);
Engine::IDriverDependantBitmap *recycle_ddb_bitmap(Engine::IDriverDependantBitmap *bimp, Shared::Bitmap *source, bool hasAlpha = false, bool opaque = false);
// Draw everything
void render_graphics(Engine::IDriverDependantBitmap *extraBitmap = nullptr, int extraX = 0, int extraY = 0);
// Construct game scene, scheduling drawing list for the renderer
@ -115,27 +115,27 @@ void construct_game_screen_overlay(bool draw_mouse = true);
// Construct engine overlay with debugging tools (fps, console)
void construct_engine_overlay();
void add_to_sprite_list(Engine::IDriverDependantBitmap *spp, int xx, int yy, int baseline, int trans, int sprNum, bool isWalkBehind = false);
void tint_image(Common::Bitmap *g, Common::Bitmap *source, int red, int grn, int blu, int light_level, int luminance = 255);
void draw_sprite_support_alpha(Common::Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, Common::Bitmap *image, bool src_has_alpha,
Common::BlendMode blend_mode = Common::kBlendMode_Alpha, int alpha = 0xFF);
void draw_sprite_slot_support_alpha(Common::Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, int src_slot,
Common::BlendMode blend_mode = Common::kBlendMode_Alpha, int alpha = 0xFF);
void draw_gui_sprite(Common::Bitmap *ds, int pic, int x, int y, bool use_alpha, Common::BlendMode blend_mode);
void draw_gui_sprite_v330(Common::Bitmap *ds, int pic, int x, int y, bool use_alpha = true, Common::BlendMode blend_mode = Common::kBlendMode_Alpha);
void tint_image(Shared::Bitmap *g, Shared::Bitmap *source, int red, int grn, int blu, int light_level, int luminance = 255);
void draw_sprite_support_alpha(Shared::Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, Shared::Bitmap *image, bool src_has_alpha,
Shared::BlendMode blend_mode = Shared::kBlendMode_Alpha, int alpha = 0xFF);
void draw_sprite_slot_support_alpha(Shared::Bitmap *ds, bool ds_has_alpha, int xpos, int ypos, int src_slot,
Shared::BlendMode blend_mode = Shared::kBlendMode_Alpha, int alpha = 0xFF);
void draw_gui_sprite(Shared::Bitmap *ds, int pic, int x, int y, bool use_alpha, Shared::BlendMode blend_mode);
void draw_gui_sprite_v330(Shared::Bitmap *ds, int pic, int x, int y, bool use_alpha = true, Shared::BlendMode blend_mode = Shared::kBlendMode_Alpha);
// Render game on screen
void render_to_screen();
// Callbacks for the graphics driver
void draw_game_screen_callback();
void GfxDriverOnInitCallback(void *data);
bool GfxDriverNullSpriteCallback(int x, int y);
void putpixel_compensate(Common::Bitmap *g, int xx, int yy, int col);
void putpixel_compensate(Shared::Bitmap *g, int xx, int yy, int col);
// create the actsps[aa] image with the object drawn correctly
// returns 1 if nothing at all has changed and actsps is still
// intact from last time; 0 otherwise
int construct_object_gfx(int aa, int *drawnWidth, int *drawnHeight, bool alwaysUseSoftware);
void clear_letterbox_borders();
void draw_and_invalidate_text(Common::Bitmap *ds, int x1, int y1, int font, color_t text_color, const char *text);
void draw_and_invalidate_text(Shared::Bitmap *ds, int x1, int y1, int font, color_t text_color, const char *text);
void setpal();
@ -167,17 +167,17 @@ extern AGS_INLINE void defgame_to_finalgame_coords(int &x, int &y);
// TODO: this helper function was meant to remove bitmap deletion from the GraphicsDriver's
// implementations while keeping code changes to minimum. The proper solution would probably
// be to use shared pointers when storing Bitmaps, or make Bitmap reference-counted object.
Common::Bitmap *ReplaceBitmapWithSupportedFormat(Common::Bitmap *bitmap);
Shared::Bitmap *ReplaceBitmapWithSupportedFormat(Shared::Bitmap *bitmap);
// Checks if the bitmap needs any kind of adjustments before it may be used
// in AGS sprite operations. Also handles number of certain special cases
// (old systems or uncommon gfx modes, and similar stuff).
// Original bitmap **gets deleted** if a new bitmap had to be created.
Common::Bitmap *PrepareSpriteForUse(Common::Bitmap *bitmap, bool has_alpha);
Shared::Bitmap *PrepareSpriteForUse(Shared::Bitmap *bitmap, bool has_alpha);
// Same as above, but compatible for std::shared_ptr.
Common::PBitmap PrepareSpriteForUse(Common::PBitmap bitmap, bool has_alpha);
Shared::PBitmap PrepareSpriteForUse(Shared::PBitmap bitmap, bool has_alpha);
// Makes a screenshot corresponding to the last screen render and returns it as a bitmap
// of the requested width and height and game's native color depth.
Common::Bitmap *CopyScreenIntoBitmap(int width, int height, bool at_native_res = false);
Shared::Bitmap *CopyScreenIntoBitmap(int width, int height, bool at_native_res = false);
} // namespace AGS3

View File

@ -46,11 +46,11 @@
//
//=============================================================================
#include <string.h>
#include <vector>
#include "ac/draw_software.h"
#include "gfx/bitmap.h"
#include "util/scaling.h"
//include <string.h>
#include "ags/std/vector.h"
#include "ags/shared/ac/draw_software.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/shared/util/scaling.h"
namespace AGS3 {

View File

@ -30,9 +30,9 @@
#ifndef AGS_ENGINE_AC_DRAWSOFTWARE_H
#define AGS_ENGINE_AC_DRAWSOFTWARE_H
#include "gfx/bitmap.h"
#include "gfx/ddb.h"
#include "util/geometry.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/ddb.h"
#include "ags/shared/util/geometry.h"
namespace AGS3 {

View File

@ -20,27 +20,27 @@
*
*/
#include "ac/draw.h"
#include "ac/drawingsurface.h"
#include "ac/common.h"
#include "ac/charactercache.h"
#include "ac/display.h"
#include "ac/game.h"
#include "ac/gamesetupstruct.h"
#include "ac/gamestate.h"
#include "ac/global_translation.h"
#include "ac/objectcache.h"
#include "ac/roomobject.h"
#include "ac/roomstatus.h"
#include "ac/string.h"
#include "ac/walkbehind.h"
#include "debug/debug_log.h"
#include "font/fonts.h"
#include "gui/guimain.h"
#include "ac/spritecache.h"
#include "script/runtimescriptvalue.h"
#include "gfx/gfx_def.h"
#include "gfx/gfx_util.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/drawingsurface.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/charactercache.h"
#include "ags/shared/ac/display.h"
#include "ags/shared/ac/game.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/global_translation.h"
#include "ags/shared/ac/objectcache.h"
#include "ags/shared/ac/roomobject.h"
#include "ags/shared/ac/roomstatus.h"
#include "ags/shared/ac/string.h"
#include "ags/shared/ac/walkbehind.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/script/runtimescriptvalue.h"
#include "ags/shared/gfx/gfx_def.h"
#include "ags/shared/gfx/gfx_util.h"
namespace AGS3 {
@ -447,9 +447,9 @@ int DrawingSurface_GetPixel(ScriptDrawingSurface *sds, int x, int y) {
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
// void (ScriptDrawingSurface *sds, int colour)
RuntimeScriptValue Sc_DrawingSurface_Clear(void *self, const RuntimeScriptValue *params, int32_t param_count) {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DRAWINGSURFACE_H
#define AGS_ENGINE_AC_DRAWINGSURFACE_H
#include "ac/dynobj/scriptdrawingsurface.h"
#include "ags/engine/ac/dynobj/scriptdrawingsurface.h"
namespace AGS3 {

View File

@ -20,26 +20,26 @@
*
*/
#include <math.h>
#include "ac/dynamicsprite.h"
#include "ac/common.h"
#include "ac/charactercache.h"
#include "ac/draw.h"
#include "ac/gamesetupstruct.h"
#include "ac/global_dynamicsprite.h"
#include "ac/global_game.h"
#include "ac/math.h" // M_PI
#include "ac/objectcache.h"
#include "ac/path_helper.h"
#include "ac/roomobject.h"
#include "ac/roomstatus.h"
#include "ac/system.h"
#include "debug/debug_log.h"
#include "game/roomstruct.h"
#include "gui/guibutton.h"
#include "ac/spritecache.h"
#include "gfx/graphicsdriver.h"
#include "script/runtimescriptvalue.h"
//include <math.h>
#include "ags/shared/ac/dynamicsprite.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/charactercache.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/global_dynamicsprite.h"
#include "ags/shared/ac/global_game.h"
#include "ags/shared/ac/math.h" // M_PI
#include "ags/shared/ac/objectcache.h"
#include "ags/shared/ac/path_helper.h"
#include "ags/shared/ac/roomobject.h"
#include "ags/shared/ac/roomstatus.h"
#include "ags/shared/ac/system.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/game/roomstruct.h"
#include "ags/shared/gui/guibutton.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/gfx/graphicsdriver.h"
#include "ags/shared/script/runtimescriptvalue.h"
namespace AGS3 {
@ -504,9 +504,9 @@ void free_dynamic_sprite(int gotSlot) {
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
// void (ScriptDynamicSprite *sds, int width, int height, int x, int y)
RuntimeScriptValue Sc_DynamicSprite_ChangeCanvasSize(void *self, const RuntimeScriptValue *params, int32_t param_count) {

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_DYNAMICSPRITE_H
#define AGS_ENGINE_AC_DYNAMICSPRITE_H
#include "ac/dynobj/scriptdynamicsprite.h"
#include "ac/dynobj/scriptdrawingsurface.h"
#include "ags/engine/ac/dynobj/scriptdynamicsprite.h"
#include "ags/engine/ac/dynobj/scriptdrawingsurface.h"
namespace AGS3 {
@ -52,7 +52,7 @@ ScriptDynamicSprite *DynamicSprite_CreateFromExistingSprite_Old(int slot);
ScriptDynamicSprite *DynamicSprite_CreateFromBackground(int frame, int x1, int y1, int width, int height);
void add_dynamic_sprite(int gotSlot, Common::Bitmap *redin, bool hasAlpha = false);
void add_dynamic_sprite(int gotSlot, Shared::Bitmap *redin, bool hasAlpha = false);
void free_dynamic_sprite(int gotSlot);
} // namespace AGS3

View File

@ -23,18 +23,18 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_ALLDYNAMICCLASSES_H
#define AGS_ENGINE_AC_DYNOBJ_ALLDYNAMICCLASSES_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ac/dynobj/cc_audiochannel.h"
#include "ac/dynobj/cc_audioclip.h"
#include "ac/dynobj/cc_character.h"
#include "ac/dynobj/cc_dialog.h"
#include "ac/dynobj/cc_gui.h"
#include "ac/dynobj/cc_guiobject.h"
#include "ac/dynobj/cc_hotspot.h"
#include "ac/dynobj/cc_inventory.h"
#include "ac/dynobj/cc_object.h"
#include "ac/dynobj/cc_region.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_audiochannel.h"
#include "ags/shared/ac/dynobj/cc_audioclip.h"
#include "ags/shared/ac/dynobj/cc_character.h"
#include "ags/shared/ac/dynobj/cc_dialog.h"
#include "ags/shared/ac/dynobj/cc_gui.h"
#include "ags/shared/ac/dynobj/cc_guiobject.h"
#include "ags/shared/ac/dynobj/cc_hotspot.h"
#include "ags/shared/ac/dynobj/cc_inventory.h"
#include "ags/shared/ac/dynobj/cc_object.h"
#include "ags/shared/ac/dynobj/cc_region.h"
#include "ac/dynobj/cc_serializer.h"
#include "ags/shared/ac/dynobj/cc_serializer.h"
#endif

View File

@ -23,20 +23,20 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_ALLSCRIPTCLASSES_H
#define AGS_ENGINE_AC_DYNOBJ_ALLSCRIPTCLASSES_H
#include "ac/dynobj/scriptdatetime.h"
#include "ac/dynobj/scriptdialog.h"
#include "ac/dynobj/scriptdialogoptionsrendering.h"
#include "ac/dynobj/scriptdrawingsurface.h"
#include "ac/dynobj/scriptdynamicsprite.h"
#include "ac/dynobj/scriptgui.h"
#include "ac/dynobj/scripthotspot.h"
#include "ac/dynobj/scriptinvitem.h"
#include "ac/dynobj/scriptmouse.h"
#include "ac/dynobj/scriptobject.h"
#include "ac/dynobj/scriptoverlay.h"
#include "ac/dynobj/scriptregion.h"
#include "ac/dynobj/scriptstring.h"
#include "ac/dynobj/scriptsystem.h"
#include "ac/dynobj/scriptviewframe.h"
#include "ags/shared/ac/dynobj/scriptdatetime.h"
#include "ags/shared/ac/dynobj/scriptdialog.h"
#include "ags/shared/ac/dynobj/scriptdialogoptionsrendering.h"
#include "ags/shared/ac/dynobj/scriptdrawingsurface.h"
#include "ags/shared/ac/dynobj/scriptdynamicsprite.h"
#include "ags/shared/ac/dynobj/scriptgui.h"
#include "ags/shared/ac/dynobj/scripthotspot.h"
#include "ags/shared/ac/dynobj/scriptinvitem.h"
#include "ags/shared/ac/dynobj/scriptmouse.h"
#include "ags/shared/ac/dynobj/scriptobject.h"
#include "ags/shared/ac/dynobj/scriptoverlay.h"
#include "ags/shared/ac/dynobj/scriptregion.h"
#include "ags/shared/ac/dynobj/scriptstring.h"
#include "ags/shared/ac/dynobj/scriptsystem.h"
#include "ags/shared/ac/dynobj/scriptviewframe.h"
#endif

View File

@ -20,11 +20,11 @@
*
*/
#include <string.h>
#include "core/types.h"
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ac/common.h" // quit()
#include "util/bbop.h"
//include <string.h>
#include "ags/shared/core/types.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/common.h" // quit()
#include "ags/shared/util/bbop.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CC_AGSDYNAMICOBJECT_H
#define AGS_ENGINE_AC_DYNOBJ_CC_AGSDYNAMICOBJECT_H
#include "ac/dynobj/cc_dynamicobject.h"
#include "ags/engine/ac/dynobj/cc_dynamicobject.h"
namespace AGS3 {

View File

@ -20,9 +20,9 @@
*
*/
#include "ac/dynobj/cc_audiochannel.h"
#include "ac/dynobj/scriptaudiochannel.h"
#include "media/audio/audio_system.h"
#include "ags/shared/ac/dynobj/cc_audiochannel.h"
#include "ags/shared/ac/dynobj/scriptaudiochannel.h"
#include "ags/shared/media/audio/audio_system.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CC_AUDIOCHANNEL_H
#define AGS_ENGINE_AC_DYNOBJ_CC_AUDIOCHANNEL_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/engine/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,9 +20,9 @@
*
*/
#include "ac/dynobj/cc_audioclip.h"
#include "ac/dynobj/scriptaudioclip.h"
#include "ac/gamesetupstruct.h"
#include "ags/shared/ac/dynobj/cc_audioclip.h"
#include "ags/shared/ac/dynobj/scriptaudioclip.h"
#include "ags/shared/ac/gamesetupstruct.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCAUDIOCLIP_H
#define AGS_ENGINE_AC_DYNOBJ_CCAUDIOCLIP_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/engine/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,11 +20,11 @@
*
*/
#include "ac/dynobj/cc_character.h"
#include "ac/characterinfo.h"
#include "ac/global_character.h"
#include "ac/gamesetupstruct.h"
#include "ac/game_version.h"
#include "ags/shared/ac/dynobj/cc_character.h"
#include "ags/shared/ac/characterinfo.h"
#include "ags/shared/ac/global_character.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/game_version.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCCHARACTER_H
#define AGS_ENGINE_AC_DYNOBJ_CCCHARACTER_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,10 +20,10 @@
*
*/
#include "ac/dynobj/cc_dialog.h"
#include "ac/dialog.h"
#include "ac/dialogtopic.h"
#include "ac/gamestructdefines.h"
#include "ags/shared/ac/dynobj/cc_dialog.h"
#include "ags/shared/ac/dialog.h"
#include "ags/shared/ac/dialogtopic.h"
#include "ags/shared/ac/gamestructdefines.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCDIALOG_H
#define AGS_ENGINE_AC_DYNOBJ_CCDIALOG_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,8 +20,8 @@
*
*/
#include <string.h>
#include "cc_dynamicarray.h"
//include <string.h>
#include "ags/shared/cc_dynamicarray.h"
namespace AGS3 {

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCDYNAMICARRAY_H
#define AGS_ENGINE_AC_DYNOBJ_CCDYNAMICARRAY_H
#include <vector>
#include "ac/dynobj/cc_dynamicobject.h" // ICCDynamicObject
#include "ags/std/vector.h"
#include "ags/shared/ac/dynobj/cc_dynamicobject.h" // ICCDynamicObject
namespace AGS3 {

View File

@ -36,14 +36,14 @@
//#define DEBUG_MANAGED_OBJECTS
#include <stdlib.h>
#include <string.h>
#include "ac/dynobj/cc_dynamicobject.h"
#include "ac/dynobj/managedobjectpool.h"
#include "debug/out.h"
#include "script/cc_error.h"
#include "script/script_common.h"
#include "util/stream.h"
//include <stdlib.h>
//include <string.h>
#include "ags/shared/ac/dynobj/cc_dynamicobject.h"
#include "ags/shared/ac/dynobj/managedobjectpool.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/cc_error.h"
#include "ags/shared/script/script_common.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {

View File

@ -29,8 +29,8 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCDYNAMICOBJECT_H
#define AGS_ENGINE_AC_DYNOBJ_CCDYNAMICOBJECT_H
#include <utility>
#include "core/types.h"
#include "ags/std/utility.h"
#include "ags/shared/core/types.h"
namespace AGS3 {
@ -114,9 +114,9 @@ extern int ccUnRegisterManagedObject(const void *object);
// remove all registered objects
extern void ccUnregisterAllObjects();
// serialize all objects to disk
extern void ccSerializeAllObjects(Common::Stream *out);
extern void ccSerializeAllObjects(Shared::Stream *out);
// un-serialise all objects (will remove all currently registered ones)
extern int ccUnserializeAllObjects(Common::Stream *in, ICCObjectReader *callback);
extern int ccUnserializeAllObjects(Shared::Stream *in, ICCObjectReader *callback);
// dispose the object if RefCount==0
extern void ccAttemptDisposeObject(int32_t handle);
// translate between object handles and memory addresses

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_ADDR_AND_MANAGER_H
#define AGS_ENGINE_AC_DYNOBJ_ADDR_AND_MANAGER_H
#include "script/runtimescriptvalue.h"
#include "ac/dynobj/cc_dynamicobject.h"
#include "ags/shared/script/runtimescriptvalue.h"
#include "ags/shared/ac/dynobj/cc_dynamicobject.h"
namespace AGS3 {

View File

@ -20,8 +20,8 @@
*
*/
#include "ac/dynobj/cc_gui.h"
#include "ac/dynobj/scriptgui.h"
#include "ags/shared/ac/dynobj/cc_gui.h"
#include "ags/shared/ac/dynobj/scriptgui.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCGUI_H
#define AGS_ENGINE_AC_DYNOBJ_CCGUI_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,10 +20,10 @@
*
*/
#include "ac/dynobj/cc_guiobject.h"
#include "ac/dynobj/scriptgui.h"
#include "gui/guimain.h"
#include "gui/guiobject.h"
#include "ags/shared/ac/dynobj/cc_guiobject.h"
#include "ags/shared/ac/dynobj/scriptgui.h"
#include "ags/shared/gui/guimain.h"
#include "ags/shared/gui/guiobject.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCGUI_H
#define AGS_ENGINE_AC_DYNOBJ_CCGUI_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,10 +20,10 @@
*
*/
#include "ac/dynobj/cc_hotspot.h"
#include "ac/dynobj/scripthotspot.h"
#include "ac/common_defines.h"
#include "game/roomstruct.h"
#include "ags/shared/ac/dynobj/cc_hotspot.h"
#include "ags/shared/ac/dynobj/scripthotspot.h"
#include "ags/shared/ac/common_defines.h"
#include "ags/shared/game/roomstruct.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCHOTSPOT_H
#define AGS_ENGINE_AC_DYNOBJ_CCHOTSPOT_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,9 +20,9 @@
*
*/
#include "ac/dynobj/cc_inventory.h"
#include "ac/dynobj/scriptinvitem.h"
#include "ac/characterinfo.h"
#include "ags/shared/ac/dynobj/cc_inventory.h"
#include "ags/shared/ac/dynobj/scriptinvitem.h"
#include "ags/shared/ac/characterinfo.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCINVENTORY_H
#define AGS_ENGINE_AC_DYNOBJ_CCINVENTORY_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,10 +20,10 @@
*
*/
#include "ac/dynobj/cc_object.h"
#include "ac/dynobj/scriptobject.h"
#include "ac/common_defines.h"
#include "game/roomstruct.h"
#include "ags/shared/ac/dynobj/cc_object.h"
#include "ags/shared/ac/dynobj/scriptobject.h"
#include "ags/shared/ac/common_defines.h"
#include "ags/shared/game/roomstruct.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCOBJECT_H
#define AGS_ENGINE_AC_DYNOBJ_CCOBJECT_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,10 +20,10 @@
*
*/
#include "ac/dynobj/cc_region.h"
#include "ac/dynobj/scriptregion.h"
#include "ac/common_defines.h"
#include "game/roomstruct.h"
#include "ags/shared/ac/dynobj/cc_region.h"
#include "ags/shared/ac/dynobj/scriptregion.h"
#include "ags/shared/ac/common_defines.h"
#include "ags/shared/game/roomstruct.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCREGION_H
#define AGS_ENGINE_AC_DYNOBJ_CCREGION_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,19 +20,19 @@
*
*/
#include <string.h>
#include "ac/dynobj/cc_serializer.h"
#include "ac/dynobj/all_dynamicclasses.h"
#include "ac/dynobj/all_scriptclasses.h"
#include "ac/dynobj/scriptcamera.h"
#include "ac/dynobj/scriptcontainers.h"
#include "ac/dynobj/scriptfile.h"
#include "ac/dynobj/scriptuserobject.h"
#include "ac/dynobj/scriptviewport.h"
#include "ac/game.h"
#include "debug/debug_log.h"
#include "plugin/agsplugin.h"
#include "plugin/pluginobjectreader.h"
//include <string.h>
#include "ags/shared/ac/dynobj/cc_serializer.h"
#include "ags/shared/ac/dynobj/all_dynamicclasses.h"
#include "ags/shared/ac/dynobj/all_scriptclasses.h"
#include "ags/shared/ac/dynobj/scriptcamera.h"
#include "ags/shared/ac/dynobj/scriptcontainers.h"
#include "ags/shared/ac/dynobj/scriptfile.h"
#include "ags/shared/ac/dynobj/scriptuserobject.h"
#include "ags/shared/ac/dynobj/scriptviewport.h"
#include "ags/shared/ac/game.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/plugin/agsplugin.h"
#include "ags/shared/plugin/pluginobjectreader.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_CCSERIALIZER_H
#define AGS_ENGINE_AC_DYNOBJ_CCSERIALIZER_H
#include "ac/dynobj/cc_dynamicobject.h"
#include "ags/shared/ac/dynobj/cc_dynamicobject.h"
namespace AGS3 {

View File

@ -20,15 +20,15 @@
*
*/
#include <vector>
#include <string.h>
#include "ac/dynobj/managedobjectpool.h"
#include "ac/dynobj/cc_dynamicarray.h" // globalDynamicArray, constants
#include "debug/out.h"
#include "util/string_utils.h" // fputstring, etc
#include "script/cc_error.h"
#include "script/script_common.h"
#include "util/stream.h"
#include "ags/std/vector.h"
//include <string.h>
#include "ags/shared/ac/dynobj/managedobjectpool.h"
#include "ags/shared/ac/dynobj/cc_dynamicarray.h" // globalDynamicArray, constants
#include "ags/shared/debug/out.h"
#include "ags/shared/util/string_utils.h" // fputstring, etc
#include "ags/shared/script/cc_error.h"
#include "ags/shared/script/script_common.h"
#include "ags/shared/util/stream.h"
namespace AGS3 {

View File

@ -23,12 +23,12 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_MANAGEDOBJECTPOOL_H
#define AGS_ENGINE_AC_DYNOBJ_MANAGEDOBJECTPOOL_H
#include <vector>
#include <queue>
#include <unordered_map>
#include "ags/std/vector.h"
//include <queue>
//include <unordered_map>
#include "script/runtimescriptvalue.h"
#include "ac/dynobj/cc_dynamicobject.h" // ICCDynamicObject
#include "ags/shared/script/runtimescriptvalue.h"
#include "ags/shared/ac/dynobj/cc_dynamicobject.h" // ICCDynamicObject
namespace AGS3 {
namespace AGS {
@ -87,8 +87,8 @@ public:
void RunGarbageCollectionIfAppropriate();
int AddObject(const char *address, ICCDynamicObject *callback, bool plugin_object);
int AddUnserializedObject(const char *address, ICCDynamicObject *callback, bool plugin_object, int handle);
void WriteToDisk(Common::Stream *out);
int ReadFromDisk(Common::Stream *in, ICCObjectReader *reader);
void WriteToDisk(Shared::Stream *out);
int ReadFromDisk(Shared::Stream *in, ICCObjectReader *reader);
void reset();
ManagedObjectPool();

View File

@ -20,9 +20,9 @@
*
*/
#include "ac/dynobj/scriptcamera.h"
#include "ac/gamestate.h"
#include "util/bbop.h"
#include "ags/shared/ac/dynobj/scriptcamera.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/util/bbop.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTCAMERA_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTCAMERA_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,7 +20,7 @@
*
*/
#include "ac/dynobj/scriptdatetime.h"
#include "ags/shared/ac/dynobj/scriptdatetime.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTDATETIME_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTDATETIME_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/engine/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,7 +20,7 @@
*
*/
#include "ac/dynobj/scriptdialogoptionsrendering.h"
#include "ags/shared/ac/dynobj/scriptdialogoptionsrendering.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTDIALOGOPTIONSRENDERING_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTDIALOGOPTIONSRENDERING_H
#include "ac/dynobj/scriptdrawingsurface.h"
#include "ags/shared/ac/dynobj/scriptdrawingsurface.h"
namespace AGS3 {

View File

@ -20,7 +20,7 @@
*
*/
#include "ac/dynobj/scriptdict.h"
#include "ags/shared/ac/dynobj/scriptdict.h"
namespace AGS3 {

View File

@ -36,12 +36,12 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTDICT_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTDICT_H
#include <map>
#include <unordered_map>
#include <string.h>
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "util/string.h"
#include "util/string_types.h"
//include <map>
//include <unordered_map>
//include <string.h>
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/util/string.h"
#include "ags/shared/util/string_types.h"
namespace AGS3 {

View File

@ -20,15 +20,15 @@
*
*/
#include "ac/dynobj/scriptdrawingsurface.h"
#include "ac/spritecache.h"
#include "ac/runtime_defines.h"
#include "ac/common.h"
#include "ac/drawingsurface.h"
#include "ac/gamestate.h"
#include "ac/gamesetupstruct.h"
#include "game/roomstruct.h"
#include "gfx/bitmap.h"
#include "ags/shared/ac/dynobj/scriptdrawingsurface.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/ac/runtime_defines.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/drawingsurface.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/game/roomstruct.h"
#include "ags/shared/gfx/bitmap.h"
namespace AGS3 {

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTDRAWINGSURFACE_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTDRAWINGSURFACE_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "game/roomstruct.h"
#include "ags/engine/ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/game/roomstruct.h"
namespace AGS3 {
@ -42,20 +42,20 @@ struct ScriptDrawingSurface final : AGSCCDynamicObject {
int dynamicSpriteNumber;
int dynamicSurfaceNumber;
bool isLinkedBitmapOnly;
Common::Bitmap *linkedBitmapOnly;
Shared::Bitmap *linkedBitmapOnly;
int currentColour;
int currentColourScript;
int highResCoordinates;
int modified;
int hasAlphaChannel;
//Common::Bitmap* abufBackup;
//Shared::Bitmap* abufBackup;
int Dispose(const char *address, bool force) override;
const char *GetType() override;
int Serialize(const char *address, char *buffer, int bufsize) override;
void Unserialize(int index, const char *serializedData, int dataSize) override;
Common::Bitmap *GetBitmapSurface();
Common::Bitmap *StartDrawing();
Shared::Bitmap *GetBitmapSurface();
Shared::Bitmap *StartDrawing();
void PointToGameResolution(int *xcoord, int *ycoord);
void SizeToGameResolution(int *width, int *height);
void SizeToGameResolution(int *adjustValue);

View File

@ -20,8 +20,8 @@
*
*/
#include "ac/dynobj/scriptdynamicsprite.h"
#include "ac/dynamicsprite.h"
#include "ags/shared/ac/dynobj/scriptdynamicsprite.h"
#include "ags/shared/ac/dynamicsprite.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTDYNAMICSPRITE_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTDYNAMICSPRITE_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,8 +20,8 @@
*
*/
#include "ac/dynobj/scriptfile.h"
#include "ac/global_file.h"
#include "ags/shared/ac/dynobj/scriptfile.h"
#include "ags/shared/ac/global_file.h"
namespace AGS3 {

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTFILE_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTFILE_H
#include "ac/dynobj/cc_dynamicobject.h"
#include "util/file.h"
#include "ags/engine/ac/dynobj/cc_dynamicobject.h"
#include "ags/shared/util/file.h"
namespace AGS3 {
@ -37,8 +37,8 @@ using namespace AGS; // FIXME later
struct sc_File final : ICCDynamicObject {
int32_t handle;
static const Common::FileOpenMode fopenModes[];
static const Common::FileWorkMode fworkModes[];
static const Shared::FileOpenMode fopenModes[];
static const Shared::FileWorkMode fworkModes[];
int Dispose(const char *address, bool force) override;

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTOBJECT_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTOBJECT_H
#include "ac/roomobject.h"
#include "ags/engine/ac/roomobject.h"
namespace AGS3 {

View File

@ -20,11 +20,11 @@
*
*/
#include "ac/dynobj/scriptoverlay.h"
#include "ac/common.h"
#include "ac/overlay.h"
#include "ac/runtime_defines.h"
#include "ac/screenoverlay.h"
#include "ags/shared/ac/dynobj/scriptoverlay.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/overlay.h"
#include "ags/shared/ac/runtime_defines.h"
#include "ags/shared/ac/screenoverlay.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTOVERLAY_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTOVERLAY_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/engine/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,7 +20,7 @@
*
*/
#include "ac/dynobj/scriptset.h"
#include "ags/shared/ac/dynobj/scriptset.h"
namespace AGS3 {

View File

@ -35,12 +35,12 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTSET_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTSET_H
#include <set>
#include <unordered_set>
#include <string.h>
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "util/string.h"
#include "util/string_types.h"
//include <set>
//include <unordered_set>
//include <string.h>
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/util/string.h"
#include "ags/shared/util/string_types.h"
namespace AGS3 {

View File

@ -20,10 +20,10 @@
*
*/
#include "ac/dynobj/scriptstring.h"
#include "ac/string.h"
#include <stdlib.h>
#include <string.h>
#include "ags/shared/ac/dynobj/scriptstring.h"
#include "ags/shared/ac/string.h"
//include <stdlib.h>
//include <string.h>
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTSTRING_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTSTRING_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/engine/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,8 +20,8 @@
*
*/
#include <memory.h>
#include "scriptuserobject.h"
//include <memory.h>
#include "ags/shared/scriptuserobject.h"
namespace AGS3 {

View File

@ -29,7 +29,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTUSERSTRUCT_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTUSERSTRUCT_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,7 +20,7 @@
*
*/
#include "ac/dynobj/scriptviewframe.h"
#include "ags/shared/ac/dynobj/scriptviewframe.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTVIEWFRAME_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTVIEWFRAME_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/engine/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,9 +20,9 @@
*
*/
#include "ac/dynobj/scriptviewport.h"
#include "ac/gamestate.h"
#include "util/bbop.h"
#include "ags/shared/ac/dynobj/scriptviewport.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/util/bbop.h"
namespace AGS3 {

View File

@ -23,7 +23,7 @@
#ifndef AGS_ENGINE_AC_DYNOBJ_SCRIPTVIEWPORT_H
#define AGS_ENGINE_AC_DYNOBJ_SCRIPTVIEWPORT_H
#include "ac/dynobj/cc_agsdynamicobject.h"
#include "ags/shared/ac/dynobj/cc_agsdynamicobject.h"
namespace AGS3 {

View File

@ -20,27 +20,27 @@
*
*/
#include "event.h"
#include "ac/common.h"
#include "ac/draw.h"
#include "ac/gamesetupstruct.h"
#include "ac/gamestate.h"
#include "ac/global_game.h"
#include "ac/global_room.h"
#include "ac/global_screen.h"
#include "ac/gui.h"
#include "ac/roomstatus.h"
#include "ac/screen.h"
#include "script/cc_error.h"
#include "platform/base/agsplatformdriver.h"
#include "plugin/agsplugin.h"
#include "plugin/plugin_engine.h"
#include "script/script.h"
#include "gfx/bitmap.h"
#include "gfx/ddb.h"
#include "gfx/graphicsdriver.h"
#include "media/audio/audio_system.h"
#include "ac/timer.h"
#include "ags/shared/event.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/global_game.h"
#include "ags/shared/ac/global_room.h"
#include "ags/shared/ac/global_screen.h"
#include "ags/shared/ac/gui.h"
#include "ags/shared/ac/roomstatus.h"
#include "ags/shared/ac/screen.h"
#include "ags/shared/script/cc_error.h"
#include "ags/shared/platform/base/agsplatformdriver.h"
#include "ags/shared/plugin/agsplugin.h"
#include "ags/shared/plugin/plugin_engine.h"
#include "ags/shared/script/script.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/shared/gfx/ddb.h"
#include "ags/shared/gfx/graphicsdriver.h"
#include "ags/shared/media/audio/audio_system.h"
#include "ags/shared/ac/timer.h"
namespace AGS3 {

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_EVENT_H
#define AGS_ENGINE_AC_EVENT_H
#include "ac/runtime_defines.h"
#include "script/runtimescriptvalue.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/engine/script/runtimescriptvalue.h"
namespace AGS3 {

View File

@ -20,31 +20,31 @@
*
*/
#include "aldumb.h"
#include "ac/asset_helper.h"
#include "ac/audiocliptype.h"
#include "ac/file.h"
#include "ac/common.h"
#include "ac/game.h"
#include "ac/gamesetup.h"
#include "ac/gamesetupstruct.h"
#include "ac/global_file.h"
#include "ac/path_helper.h"
#include "ac/runtime_defines.h"
#include "ac/string.h"
#include "debug/debug_log.h"
#include "debug/debugger.h"
#include "util/misc.h"
#include "platform/base/agsplatformdriver.h"
#include "util/stream.h"
#include "core/assetmanager.h"
#include "core/asset.h"
#include "main/engine.h"
#include "main/game_file.h"
#include "util/directory.h"
#include "util/path.h"
#include "util/string.h"
#include "util/string_utils.h"
#include "ags/shared/aldumb.h"
#include "ags/shared/ac/asset_helper.h"
#include "ags/shared/ac/audiocliptype.h"
#include "ags/shared/ac/file.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/game.h"
#include "ags/shared/ac/gamesetup.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/global_file.h"
#include "ags/shared/ac/path_helper.h"
#include "ags/shared/ac/runtime_defines.h"
#include "ags/shared/ac/string.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/debug/debugger.h"
#include "ags/shared/util/misc.h"
#include "ags/shared/platform/base/agsplatformdriver.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/core/assetmanager.h"
#include "ags/shared/core/asset.h"
#include "ags/shared/main/engine.h"
#include "ags/shared/main/game_file.h"
#include "ags/shared/util/directory.h"
#include "ags/shared/util/path.h"
#include "ags/shared/util/string.h"
#include "ags/shared/util/string_utils.h"
namespace AGS3 {
@ -613,10 +613,10 @@ Stream *get_valid_file_stream_from_handle(int32_t handle, const char *operation_
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ac/dynobj/scriptstring.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
#include "ags/shared/ac/dynobj/scriptstring.h"
extern ScriptString myScriptStringImpl;

View File

@ -29,8 +29,8 @@
#ifndef AGS_ENGINE_AC_FILE_H
#define AGS_ENGINE_AC_FILE_H
#include "ac/dynobj/scriptfile.h"
#include "ac/runtime_defines.h"
#include "ags/engine/ac/dynobj/scriptfile.h"
#include "ags/engine/ac/runtime_defines.h"
namespace AGS3 {

View File

@ -20,83 +20,83 @@
*
*/
#include "ac/game.h"
#include "ags/shared/ac/game.h"
#include "ac/common.h"
#include "ac/view.h"
#include "ac/audiocliptype.h"
#include "ac/audiochannel.h"
#include "ac/character.h"
#include "ac/charactercache.h"
#include "ac/characterextras.h"
#include "ac/dialogtopic.h"
#include "ac/draw.h"
#include "ac/dynamicsprite.h"
#include "ac/event.h"
#include "ac/gamesetup.h"
#include "ac/gamesetupstruct.h"
#include "ac/gamestate.h"
#include "ac/global_audio.h"
#include "ac/global_character.h"
#include "ac/global_display.h"
#include "ac/global_game.h"
#include "ac/global_gui.h"
#include "ac/global_object.h"
#include "ac/global_translation.h"
#include "ac/gui.h"
#include "ac/hotspot.h"
#include "ac/lipsync.h"
#include "ac/mouse.h"
#include "ac/movelist.h"
#include "ac/objectcache.h"
#include "ac/overlay.h"
#include "ac/path_helper.h"
#include "ac/sys_events.h"
#include "ac/region.h"
#include "ac/richgamemedia.h"
#include "ac/room.h"
#include "ac/roomobject.h"
#include "ac/roomstatus.h"
#include "ac/runtime_defines.h"
#include "ac/screenoverlay.h"
#include "ac/spritecache.h"
#include "ac/string.h"
#include "ac/system.h"
#include "ac/timer.h"
#include "ac/translation.h"
#include "ac/dynobj/all_dynamicclasses.h"
#include "ac/dynobj/all_scriptclasses.h"
#include "ac/dynobj/cc_audiochannel.h"
#include "ac/dynobj/cc_audioclip.h"
#include "ac/dynobj/scriptcamera.h"
#include "debug/debug_log.h"
#include "debug/out.h"
#include "device/mousew32.h"
#include "font/fonts.h"
#include "game/savegame.h"
#include "game/savegame_components.h"
#include "game/savegame_internal.h"
#include "gui/animatingguibutton.h"
#include "gfx/bitmap.h"
#include "gfx/graphicsdriver.h"
#include "gfx/gfxfilter.h"
#include "gui/guidialog.h"
#include "main/engine.h"
#include "main/graphics_mode.h"
#include "main/main.h"
#include "media/audio/audio_system.h"
#include "plugin/agsplugin.h"
#include "plugin/plugin_engine.h"
#include "script/cc_error.h"
#include "script/runtimescriptvalue.h"
#include "script/script.h"
#include "script/script_runtime.h"
#include "util/alignedstream.h"
#include "util/directory.h"
#include "util/filestream.h" // TODO: needed only because plugins expect file handle
#include "util/path.h"
#include "util/string_utils.h"
#include "ac/keycode.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/view.h"
#include "ags/shared/ac/audiocliptype.h"
#include "ags/shared/ac/audiochannel.h"
#include "ags/shared/ac/character.h"
#include "ags/shared/ac/charactercache.h"
#include "ags/shared/ac/characterextras.h"
#include "ags/shared/ac/dialogtopic.h"
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/dynamicsprite.h"
#include "ags/shared/ac/event.h"
#include "ags/shared/ac/gamesetup.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/global_audio.h"
#include "ags/shared/ac/global_character.h"
#include "ags/shared/ac/global_display.h"
#include "ags/shared/ac/global_game.h"
#include "ags/shared/ac/global_gui.h"
#include "ags/shared/ac/global_object.h"
#include "ags/shared/ac/global_translation.h"
#include "ags/shared/ac/gui.h"
#include "ags/shared/ac/hotspot.h"
#include "ags/shared/ac/lipsync.h"
#include "ags/shared/ac/mouse.h"
#include "ags/shared/ac/movelist.h"
#include "ags/shared/ac/objectcache.h"
#include "ags/shared/ac/overlay.h"
#include "ags/shared/ac/path_helper.h"
#include "ags/shared/ac/sys_events.h"
#include "ags/shared/ac/region.h"
#include "ags/shared/ac/richgamemedia.h"
#include "ags/shared/ac/room.h"
#include "ags/shared/ac/roomobject.h"
#include "ags/shared/ac/roomstatus.h"
#include "ags/shared/ac/runtime_defines.h"
#include "ags/shared/ac/screenoverlay.h"
#include "ags/shared/ac/spritecache.h"
#include "ags/shared/ac/string.h"
#include "ags/shared/ac/system.h"
#include "ags/shared/ac/timer.h"
#include "ags/shared/ac/translation.h"
#include "ags/shared/ac/dynobj/all_dynamicclasses.h"
#include "ags/shared/ac/dynobj/all_scriptclasses.h"
#include "ags/shared/ac/dynobj/cc_audiochannel.h"
#include "ags/shared/ac/dynobj/cc_audioclip.h"
#include "ags/shared/ac/dynobj/scriptcamera.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/device/mousew32.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/game/savegame.h"
#include "ags/shared/game/savegame_components.h"
#include "ags/shared/game/savegame_internal.h"
#include "ags/shared/gui/animatingguibutton.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/shared/gfx/graphicsdriver.h"
#include "ags/shared/gfx/gfxfilter.h"
#include "ags/shared/gui/guidialog.h"
#include "ags/shared/main/engine.h"
#include "ags/shared/main/graphics_mode.h"
#include "ags/shared/main/main.h"
#include "ags/shared/media/audio/audio_system.h"
#include "ags/shared/plugin/agsplugin.h"
#include "ags/shared/plugin/plugin_engine.h"
#include "ags/shared/script/cc_error.h"
#include "ags/shared/script/runtimescriptvalue.h"
#include "ags/shared/script/script.h"
#include "ags/shared/script/script_runtime.h"
#include "ags/shared/util/alignedstream.h"
#include "ags/shared/util/directory.h"
#include "ags/shared/util/filestream.h" // TODO: needed only because plugins expect file handle
#include "ags/shared/util/path.h"
#include "ags/shared/util/string_utils.h"
#include "ags/shared/ac/keycode.h"
namespace AGS3 {
@ -890,7 +890,7 @@ void Game_SimulateKeyPress(int key) {
void serialize_bitmap(const Common::Bitmap *thispic, Stream *out) {
void serialize_bitmap(const Shared::Bitmap *thispic, Stream *out) {
if (thispic != nullptr) {
out->WriteInt32(thispic->GetWidth());
out->WriteInt32(thispic->GetHeight());
@ -1604,7 +1604,7 @@ bool try_restore_save(int slot) {
return try_restore_save(get_save_game_path(slot), slot);
}
bool try_restore_save(const Common::String &path, int slot) {
bool try_restore_save(const Shared::String &path, int slot) {
bool data_overwritten;
HSaveError err = load_game(path, slot, data_overwritten);
if (!err) {
@ -1937,9 +1937,9 @@ bool unserialize_audio_script_object(int index, const char *objectType, const ch
//
//=============================================================================
#include "debug/out.h"
#include "script/script_api.h"
#include "script/script_runtime.h"
#include "ags/shared/debug/out.h"
#include "ags/shared/script/script_api.h"
#include "ags/shared/script/script_runtime.h"
// int (int audioType);
RuntimeScriptValue Sc_Game_IsAudioPlaying(const RuntimeScriptValue *params, int32_t param_count) {

View File

@ -29,9 +29,9 @@
#ifndef AGS_ENGINE_AC_GAME_H
#define AGS_ENGINE_AC_GAME_H
#include "ac/dynobj/scriptviewframe.h"
#include "main/game_file.h"
#include "util/string.h"
#include "ags/engine/ac/dynobj/scriptviewframe.h"
#include "ags/engine/main/game_file.h"
#include "ags/shared/util/string.h"
namespace AGS3 {
@ -94,7 +94,7 @@ int Game_GetDialogCount();
// Defines a custom save parent directory, which will replace $MYDOCS$/GameName
// when a new save directory is set from the script
bool SetCustomSaveParent(const Common::String &path);
bool SetCustomSaveParent(const Shared::String &path);
// If explicit_path flag is false, the actual path will be constructed
// as a relative to system's user saves directory
bool SetSaveGameDirectoryPath(const char *newFolder, bool explicit_path = false);
@ -149,28 +149,28 @@ void set_debug_mode(bool on);
void set_game_speed(int new_fps);
void setup_for_dialog();
void restore_after_dialog();
Common::String get_save_game_directory();
Common::String get_save_game_suffix();
void set_save_game_suffix(const Common::String &suffix);
Common::String get_save_game_path(int slotNum);
Shared::String get_save_game_directory();
Shared::String get_save_game_suffix();
void set_save_game_suffix(const Shared::String &suffix);
Shared::String get_save_game_path(int slotNum);
void restore_game_dialog();
void save_game_dialog();
void free_do_once_tokens();
// Free all the memory associated with the game
void unload_game_file();
void save_game(int slotn, const char *descript);
bool read_savedgame_description(const Common::String &savedgame, Common::String &description);
bool read_savedgame_screenshot(const Common::String &savedgame, int &want_shot);
bool read_savedgame_description(const Shared::String &savedgame, Shared::String &description);
bool read_savedgame_screenshot(const Shared::String &savedgame, int &want_shot);
// Tries to restore saved game and displays an error on failure; if the error occured
// too late, when the game data was already overwritten, shuts engine down.
bool try_restore_save(int slot);
bool try_restore_save(const Common::String &path, int slot);
void serialize_bitmap(const Common::Bitmap *thispic, Common::Stream *out);
bool try_restore_save(const Shared::String &path, int slot);
void serialize_bitmap(const Shared::Bitmap *thispic, Shared::Stream *out);
// On Windows we could just use IIDFromString but this is platform-independant
void convert_guid_from_text_to_binary(const char *guidText, unsigned char *buffer);
Common::Bitmap *read_serialized_bitmap(Common::Stream *in);
void skip_serialized_bitmap(Common::Stream *in);
long write_screen_shot_for_vista(Common::Stream *out, Common::Bitmap *screenshot);
Shared::Bitmap *read_serialized_bitmap(Shared::Stream *in);
void skip_serialized_bitmap(Shared::Stream *in);
long write_screen_shot_for_vista(Shared::Stream *out, Shared::Bitmap *screenshot);
bool is_in_cutscene();
CutsceneSkipStyle get_cutscene_skipstyle();

View File

@ -20,8 +20,8 @@
*
*/
#include "util/wgt2allg.h" // DIGI_AUTODETECT & MIDI_AUTODETECT
#include "ac/gamesetup.h"
#include "ags/shared/util/wgt2allg.h" // DIGI_AUTODETECT & MIDI_AUTODETECT
#include "ags/shared/ac/gamesetup.h"
namespace AGS3 {

View File

@ -23,8 +23,8 @@
#ifndef AGS_ENGINE_AC_GAMESETUP_H
#define AGS_ENGINE_AC_GAMESETUP_H
#include "main/graphics_mode.h"
#include "util/string.h"
#include "ags/engine/main/graphics_mode.h"
#include "ags/shared/util/string.h"
namespace AGS3 {

View File

@ -20,24 +20,24 @@
*
*/
#include <algorithm>
#include "ac/draw.h"
#include "ac/game_version.h"
#include "ac/gamestate.h"
#include "ac/gamesetupstruct.h"
#include "ac/timer.h"
#include "ac/dynobj/scriptcamera.h"
#include "ac/dynobj/scriptsystem.h"
#include "ac/dynobj/scriptviewport.h"
#include "debug/debug_log.h"
#include "device/mousew32.h"
#include "game/customproperties.h"
#include "game/roomstruct.h"
#include "game/savegame_internal.h"
#include "main/engine.h"
#include "media/audio/audio_system.h"
#include "util/alignedstream.h"
#include "util/string_utils.h"
//include <algorithm>
#include "ags/shared/ac/draw.h"
#include "ags/shared/ac/game_version.h"
#include "ags/shared/ac/gamestate.h"
#include "ags/shared/ac/gamesetupstruct.h"
#include "ags/shared/ac/timer.h"
#include "ags/shared/ac/dynobj/scriptcamera.h"
#include "ags/shared/ac/dynobj/scriptsystem.h"
#include "ags/shared/ac/dynobj/scriptviewport.h"
#include "ags/shared/debug/debug_log.h"
#include "ags/shared/device/mousew32.h"
#include "ags/shared/game/customproperties.h"
#include "ags/shared/game/roomstruct.h"
#include "ags/shared/game/savegame_internal.h"
#include "ags/shared/main/engine.h"
#include "ags/shared/media/audio/audio_system.h"
#include "ags/shared/util/alignedstream.h"
#include "ags/shared/util/string_utils.h"
namespace AGS3 {
@ -372,7 +372,7 @@ bool GameState::ShouldPlayVoiceSpeech() const {
(play.want_speech >= 1) && (!ResPaths.SpeechPak.Name.IsEmpty());
}
void GameState::ReadFromSavegame(Common::Stream *in, GameStateSvgVersion svg_ver, RestoredData &r_data) {
void GameState::ReadFromSavegame(Shared::Stream *in, GameStateSvgVersion svg_ver, RestoredData &r_data) {
const bool old_save = svg_ver < kGSSvgVersion_Initial;
score = in->ReadInt32();
usedmode = in->ReadInt32();
@ -595,7 +595,7 @@ void GameState::ReadFromSavegame(Common::Stream *in, GameStateSvgVersion svg_ver
}
}
void GameState::WriteForSavegame(Common::Stream *out) const {
void GameState::WriteForSavegame(Shared::Stream *out) const {
// NOTE: following parameters are never saved:
// recording, playback, gamestep, screen_is_faded_out, room_changes
out->WriteInt32(score);
@ -776,7 +776,7 @@ void GameState::WriteForSavegame(Common::Stream *out) const {
out->WriteInt32(voice_speech_flags);
}
void GameState::ReadQueuedAudioItems_Aligned(Common::Stream *in) {
void GameState::ReadQueuedAudioItems_Aligned(Shared::Stream *in) {
AlignedStream align_s(in, Common::kAligned_Read);
for (int i = 0; i < MAX_QUEUED_MUSIC; ++i) {
new_music_queue[i].ReadFromFile(&align_s);
@ -807,7 +807,7 @@ void GameState::FreeViewportsAndCameras() {
_scCameraRefs.clear();
}
void GameState::ReadCustomProperties_v340(Common::Stream *in) {
void GameState::ReadCustomProperties_v340(Shared::Stream *in) {
if (loaded_game_file_version >= kGameVersion_340_4) {
// After runtime property values were read we also copy missing default,
// because we do not keep defaults in the saved game, and also in case
@ -820,7 +820,7 @@ void GameState::ReadCustomProperties_v340(Common::Stream *in) {
}
}
void GameState::WriteCustomProperties_v340(Common::Stream *out) const {
void GameState::WriteCustomProperties_v340(Shared::Stream *out) const {
if (loaded_game_file_version >= kGameVersion_340_4) {
// We temporarily remove properties that kept default values
// just for the saving data time to avoid getting lots of

View File

@ -23,18 +23,17 @@
#ifndef AGS_ENGINE_AC_GAMESTATE_H
#define AGS_ENGINE_AC_GAMESTATE_H
#include <memory>
#include <vector>
#include "ac/characterinfo.h"
#include "ac/runtime_defines.h"
#include "game/roomstruct.h"
#include "game/viewport.h"
#include "media/audio/queuedaudioitem.h"
#include "util/geometry.h"
#include "util/string_types.h"
#include "util/string.h"
#include "ac/timer.h"
#include "ags/std/memory.h"
#include "ags/std/vector.h"
#include "ags/shared/ac/characterinfo.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/shared/game/roomstruct.h"
#include "ags/engine/game/viewport.h"
#include "ags/engine/media/audio/queuedaudioitem.h"
#include "ags/shared/util/geometry.h"
#include "ags/shared/util/string_types.h"
#include "ags/shared/util/string.h"
#include "ags/engine/ac/timer.h"
namespace AGS3 {
@ -185,7 +184,7 @@ struct GameState {
char bad_parsed_word[100];
int raw_color;
int raw_modified[MAX_ROOM_BGFRAMES];
Common::PBitmap raw_drawing_surface;
Shared::PBitmap raw_drawing_surface;
short filenumbers[MAXSAVEGAMES];
int room_changes;
int mouse_cursor_hidden;
@ -354,11 +353,11 @@ struct GameState {
//
// Serialization
//
void ReadQueuedAudioItems_Aligned(Common::Stream *in);
void ReadCustomProperties_v340(Common::Stream *in);
void WriteCustomProperties_v340(Common::Stream *out) const;
void ReadFromSavegame(Common::Stream *in, GameStateSvgVersion svg_ver, AGS::Engine::RestoredData &r_data);
void WriteForSavegame(Common::Stream *out) const;
void ReadQueuedAudioItems_Aligned(Shared::Stream *in);
void ReadCustomProperties_v340(Shared::Stream *in);
void WriteCustomProperties_v340(Shared::Stream *out) const;
void ReadFromSavegame(Shared::Stream *in, GameStateSvgVersion svg_ver, AGS::Engine::RestoredData &r_data);
void WriteForSavegame(Shared::Stream *out) const;
void FreeProperties();
void FreeViewportsAndCameras();

Some files were not shown because too many files have changed in this diff Show More