scummvm/engines/tsage/tsage.h
Eugene Sandulenko 33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
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.
2016-05-17 18:21:30 +02:00

101 lines
2.6 KiB
C++

/* 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 TSAGE_TSAGE_H
#define TSAGE_TSAGE_H
#include "engines/engine.h"
#include "gui/debugger.h"
#include "tsage/core.h"
#include "tsage/resources.h"
#include "tsage/debugger.h"
#include "tsage/events.h"
#include "tsage/graphics.h"
#include "tsage/resources.h"
namespace TsAGE {
enum {
GType_Ringworld = 0,
GType_BlueForce = 1,
GType_Ringworld2 = 2,
GType_Sherlock1 = 5
};
enum {
GF_DEMO = 1 << 0,
GF_CD = 1 << 1,
GF_FLOPPY = 1 << 2,
GF_ALT_REGIONS = 1 << 3
};
enum {
kRingDebugScripts = 1 << 0,
ktSageSound = 1 << 1,
ktSageCore = 1 << 2,
ktSageDebugGraphics = 1 << 3
};
struct tSageGameDescription;
class TSageEngine : public Engine {
private:
const tSageGameDescription *_gameDescription;
public:
TSageEngine(OSystem *system, const tSageGameDescription *gameDesc);
~TSageEngine();
virtual bool hasFeature(EngineFeature f) const;
MemoryManager _memoryManager;
Debugger *_debugger;
GUI::Debugger *getDebugger() { return _debugger; }
const char *getGameId() const;
uint32 getGameID() const;
uint32 getFeatures() const;
Common::String getPrimaryFilename() const;
virtual Common::Error init();
virtual Common::Error run();
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual void syncSoundSettings();
Common::String generateSaveName(int slot);
void initialize();
void deinitialize();
};
extern TSageEngine *g_vm;
#define ALLOCATE_HANDLE(x) g_vm->_memoryManager.allocate(x)
#define ALLOCATE(x) g_vm->_memoryManager.allocate2(x)
#define DEALLOCATE(x) g_vm->_memoryManager.deallocate(x)
} // End of namespace TsAGE
#endif