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33abb6118f
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TSAGE_TSAGE_H
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#define TSAGE_TSAGE_H
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#include "engines/engine.h"
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#include "gui/debugger.h"
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#include "tsage/core.h"
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#include "tsage/resources.h"
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#include "tsage/debugger.h"
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#include "tsage/events.h"
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#include "tsage/graphics.h"
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#include "tsage/resources.h"
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namespace TsAGE {
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enum {
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GType_Ringworld = 0,
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GType_BlueForce = 1,
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GType_Ringworld2 = 2,
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GType_Sherlock1 = 5
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};
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enum {
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GF_DEMO = 1 << 0,
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GF_CD = 1 << 1,
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GF_FLOPPY = 1 << 2,
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GF_ALT_REGIONS = 1 << 3
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};
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enum {
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kRingDebugScripts = 1 << 0,
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ktSageSound = 1 << 1,
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ktSageCore = 1 << 2,
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ktSageDebugGraphics = 1 << 3
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};
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struct tSageGameDescription;
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class TSageEngine : public Engine {
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private:
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const tSageGameDescription *_gameDescription;
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public:
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TSageEngine(OSystem *system, const tSageGameDescription *gameDesc);
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~TSageEngine();
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virtual bool hasFeature(EngineFeature f) const;
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MemoryManager _memoryManager;
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Debugger *_debugger;
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GUI::Debugger *getDebugger() { return _debugger; }
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const char *getGameId() const;
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uint32 getGameID() const;
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uint32 getFeatures() const;
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Common::String getPrimaryFilename() const;
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virtual Common::Error init();
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virtual Common::Error run();
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virtual bool canLoadGameStateCurrently();
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virtual bool canSaveGameStateCurrently();
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virtual Common::Error loadGameState(int slot);
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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virtual void syncSoundSettings();
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Common::String generateSaveName(int slot);
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void initialize();
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void deinitialize();
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};
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extern TSageEngine *g_vm;
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#define ALLOCATE_HANDLE(x) g_vm->_memoryManager.allocate(x)
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#define ALLOCATE(x) g_vm->_memoryManager.allocate2(x)
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#define DEALLOCATE(x) g_vm->_memoryManager.deallocate(x)
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} // End of namespace TsAGE
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#endif
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