/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef AGS_AGS_H #define AGS_AGS_H #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/random.h" #include "common/hash-str.h" #include "common/util.h" #include "engines/engine.h" #include "engines/savestate.h" #include "graphics/surface.h" #include "ags/shared/gfx/bitmap.h" #include "ags/lib/allegro/system.h" #include "ags/engine/util/mutex_std.h" namespace AGS3 { class Globals; } namespace AGS { #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 200 enum AGSDebugChannels { kDebugGraphics = 1 << 0, kDebugPath = 1 << 1, kDebugScan = 1 << 2, kDebugFilePath = 1 << 3, kDebugScript = 1 << 4 }; struct AGSGameDescription; struct PluginVersion; class EventsManager; class Music; class AGSEngine : public Engine { private: const AGSGameDescription *_gameDescription; Common::RandomSource _randomSource; public: EventsManager *_events; Music *_music; Graphics::Screen *_rawScreen; ::AGS3::BITMAP *_screen; ::AGS3::GFX_DRIVER *_gfxDriver; ::AGS3::AGS::Engine::Mutex _sMutex; ::AGS3::AGS::Engine::Mutex _soundCacheMutex; ::AGS3::AGS::Engine::Mutex _mp3Mutex; ::AGS3::Globals *_globals; bool _forceTextAA; protected: // Engine APIs Common::Error run() override; public: AGSEngine(OSystem *syst, const AGSGameDescription *gameDesc); ~AGSEngine() override; void GUIError(const Common::String &msg); void set_window_title(const char *str) { // No implementation } uint32 getFeatures() const; const PluginVersion *getNeededPlugins() const; /** * Returns the game Id */ Common::String getGameId() const; /** * Returns the current list of savegames */ SaveStateList listSaves() const; /** * Gets a random number */ uint32 getRandomNumber(uint maxNum) { return _randomSource.getRandomNumber(maxNum); } /** * Sets the random number seed */ void setRandomNumberSeed(uint32 seed) { _randomSource.setSeed(seed); } /** * Setse up the graphics mode */ void setGraphicsMode(size_t w, size_t h); bool hasFeature(EngineFeature f) const override { return (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime) || (f == kSupportsReturnToLauncher); }; /** * Indicate whether a game state can be loaded. */ bool canLoadGameStateCurrently() override; /** * Indicate whether a game state can be saved. */ bool canSaveGameStateCurrently() override; /** * Load a savegame */ Common::Error loadGameState(int slot) override; /** * Save a savegame */ Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; }; extern AGSEngine *g_vm; #define screen ::AGS::g_vm->_screen #define gfx_driver ::AGS::g_vm->_gfxDriver #define SHOULD_QUIT ::AGS::g_vm->shouldQuit() } // namespace AGS #endif