mirror of
https://github.com/libretro/scummvm.git
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be9d4066e1
svn-id: r10287
89 lines
2.3 KiB
C++
89 lines
2.3 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002-2003 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#ifndef ENGINE_H
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#define ENGINE_H
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#include "common/scummsys.h"
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#include "common/system.h"
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extern const char *gScummVMVersion; // e.g. "0.4.1"
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extern const char *gScummVMBuildDate; // e.g. "2003-06-24"
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extern const char *gScummVMFullVersion; // e.g. "ScummVM 0.4.1 (2003-06-24)"
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// TODO: Get rid of these enums. Ideally, GIDs should be
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// 100% local to the module they are defined in. Right now
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// we can't make this change since some of the backends
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// and also gui/launcher.cpp contain tests on the GID.
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// Ideally, all those should be converted to something else.
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enum GameId {
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GID_SCUMM_FIRST = 1,
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GID_SCUMM_LAST = GID_SCUMM_FIRST + 99,
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// Simon the Sorcerer
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GID_SIMON_FIRST,
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GID_SIMON_LAST = GID_SIMON_FIRST + 49,
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// Beneath a Steel Sky
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GID_SKY_FIRST,
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GID_SKY_LAST = GID_SKY_FIRST + 49,
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// Broken Sword 2
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GID_SWORD2_FIRST,
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GID_SWORD2_LAST = GID_SWORD2_FIRST + 49
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};
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class SoundMixer;
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class GameDetector;
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class Timer;
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struct TargetSettings;
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/* FIXME - BIG HACK for MidiEmu */
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extern OSystem *g_system;
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class Engine {
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public:
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OSystem *_system;
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SoundMixer *_mixer;
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Timer * _timer;
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protected:
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char *_gameDataPath;
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public:
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Engine(GameDetector *detector, OSystem *syst);
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virtual ~Engine();
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// Invoke the main engine loop using this method
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virtual void go() = 0;
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// Get the save game dir path
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const char *getSavePath() const;
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// Specific for each engine preparare of erroe string
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virtual void errorString(const char *buf_input, char *buf_output) = 0;
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};
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extern Engine *g_engine;
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#endif
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