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305fdb853a
This helps kill "hanging" scripts if user closed the window while there's no real engine update. From upstream a758fd6de2dccd0c948fc7f9e5b65200df902a65
119 lines
3.5 KiB
C++
119 lines
3.5 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGS_ENGINE_AC_GLOBAL_GAME_H
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#define AGS_ENGINE_AC_GLOBAL_GAME_H
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#include "ags/shared/util/string.h"
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#include "ags/lib/system/datetime.h"
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namespace AGS3 {
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using namespace AGS; // FIXME later
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struct SaveListItem {
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int Slot;
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Shared::String Description;
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time_t FileTime = 0;
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SaveListItem(int slot, const Shared::String &desc, time_t ft)
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: Slot(slot), Description(desc), FileTime(ft) {
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}
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inline bool operator < (const SaveListItem &other) const {
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return FileTime < other.FileTime;
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}
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};
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// Notify the running game that the engine requested immediate stop
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void AbortGame();
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void GiveScore(int amnt);
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void restart_game();
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void RestoreGameSlot(int slnum);
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void DeleteSaveSlot(int slnum);
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int GetSaveSlotDescription(int slnum, char *desbuf);
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int LoadSaveSlotScreenshot(int slnum, int width, int height);
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void FillSaveList(std::vector<SaveListItem> &saves, size_t max_count = -1);
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void PauseGame();
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void UnPauseGame();
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int IsGamePaused();
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void SetGlobalInt(int index, int valu);
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int GetGlobalInt(int index);
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void SetGlobalString(int index, const char *newval);
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void GetGlobalString(int index, char *strval);
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int RunAGSGame(const Shared::String &newgame, unsigned int mode, int data);
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int GetGameParameter(int parm, int data1, int data2, int data3);
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void QuitGame(int dialog);
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void SetRestartPoint();
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void SetGameSpeed(int newspd);
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int GetGameSpeed();
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int SetGameOption(int opt, int setting);
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int GetGameOption(int opt);
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void SkipUntilCharacterStops(int cc);
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void EndSkippingUntilCharStops();
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// skipwith decides how it can be skipped:
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// 1 = ESC only
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// 2 = any key
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// 3 = mouse button
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// 4 = mouse button or any key
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// 5 = right click or ESC only
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void StartCutscene(int skipwith);
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int EndCutscene();
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// Tell the game to skip current cutscene
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void SkipCutscene();
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void sc_inputbox(const char *msg, char *bufr);
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int GetLocationType(int xxx, int yyy);
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void SaveCursorForLocationChange();
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void GetLocationName(int xxx, int yyy, char *tempo);
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int IsKeyPressed(int keycode);
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int SaveScreenShot(const char *namm);
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void SetMultitasking(int mode);
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void RoomProcessClick(int xx, int yy, int mood);
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int IsInteractionAvailable(int xx, int yy, int mood);
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void GetMessageText(int msg, char *buffer);
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void SetSpeechFont(int fontnum);
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void SetNormalFont(int fontnum);
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void _sc_AbortGame(const char *text);
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int GetGraphicalVariable(const char *varName);
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void SetGraphicalVariable(const char *varName, int p_value);
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void scrWait(int nloops);
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int WaitKey(int nloops);
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int WaitMouse(int nloops);
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int WaitMouseKey(int nloops);
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int WaitInput(int input_flags, int nloops);
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void SkipWait();
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void scStartRecording(int keyToStop);
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} // namespace AGS3
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#endif
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