mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-08 02:42:34 +00:00
432fd522d2
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
191 lines
5.2 KiB
C++
191 lines
5.2 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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#include "common/debug-channels.h"
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#include "engines/util.h"
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#include "tsage/tsage.h"
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#include "tsage/core.h"
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#include "tsage/dialogs.h"
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#include "tsage/events.h"
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#include "tsage/resources.h"
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#include "tsage/globals.h"
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namespace TsAGE {
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TSageEngine *g_vm = NULL;
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TSageEngine::TSageEngine(OSystem *system, const tSageGameDescription *gameDesc) : Engine(system),
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_gameDescription(gameDesc) {
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g_vm = this;
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DebugMan.addDebugChannel(kRingDebugScripts, "scripts", "Scripts debugging");
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_debugger = nullptr;
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if (g_vm->getGameID() == GType_Ringworld) {
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if (g_vm->getFeatures() & GF_DEMO)
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_debugger = new DemoDebugger();
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else
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_debugger = new RingworldDebugger();
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} else if (g_vm->getGameID() == GType_BlueForce)
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_debugger = new BlueForceDebugger();
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else if (g_vm->getGameID() == GType_Ringworld2)
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_debugger = new Ringworld2Debugger();
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else if (g_vm->getGameID() == GType_Sherlock1)
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_debugger = new DemoDebugger();
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}
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Common::Error TSageEngine::init() {
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initGraphics(SCREEN_WIDTH, SCREEN_HEIGHT);
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return Common::kNoError;
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}
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TSageEngine::~TSageEngine() {
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// Remove all of our debug levels here
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DebugMan.clearAllDebugChannels();
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delete _debugger;
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}
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bool TSageEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsRTL) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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void TSageEngine::initialize() {
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// Set up the correct graphics mode
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init();
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g_saver = new Saver();
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// Set up the resource manager
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g_resourceManager = new ResourceManager();
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if (g_vm->getGameID() == GType_Ringworld) {
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if (g_vm->getFeatures() & GF_DEMO) {
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// Add the single library file associated with the demo
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g_resourceManager->addLib(getPrimaryFilename());
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g_globals = new Globals();
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} else {
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g_resourceManager->addLib("RING.RLB");
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g_resourceManager->addLib("TSAGE.RLB");
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g_globals = new Globals();
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}
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} else if (g_vm->getGameID() == GType_BlueForce) {
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g_resourceManager->addLib("BLUE.RLB");
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if (g_vm->getFeatures() & GF_FLOPPY) {
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g_resourceManager->addLib("FILES.RLB");
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g_resourceManager->addLib("TSAGE.RLB");
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}
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g_globals = new BlueForce::BlueForceGlobals();
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// Setup the user interface
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T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y - 2));
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// Reset all global variables
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BF_GLOBALS.reset();
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} else if (g_vm->getGameID() == GType_Ringworld2) {
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g_resourceManager->addLib("R2RW.RLB");
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g_globals = new Ringworld2::Ringworld2Globals();
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// Setup the user interface
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T2_GLOBALS._uiElements.setup(Common::Point(0, UI_INTERFACE_Y));
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// Reset all global variables
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R2_GLOBALS.reset();
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} else if (g_vm->getGameID() == GType_Sherlock1) {
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#ifdef TSAGE_SHERLOCK_ENABLED
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g_resourceManager->addLib("SF3.RLB");
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g_globals = new Globals();
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return;
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#endif
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}
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g_globals->gfxManager().setDefaults();
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// Setup sound settings
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syncSoundSettings();
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}
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void TSageEngine::deinitialize() {
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delete g_globals;
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delete g_resourceManager;
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delete g_saver;
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g_resourceManager = NULL;
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g_saver = NULL;
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}
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Common::Error TSageEngine::run() {
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// Basic initialization
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initialize();
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g_globals->_sceneHandler->registerHandler();
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g_globals->_game->execute();
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deinitialize();
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return Common::kNoError;
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}
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/**
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* Returns true if it is currently okay to restore a game
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*/
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bool TSageEngine::canLoadGameStateCurrently() {
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return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canLoadGameStateCurrently();
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}
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/**
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* Returns true if it is currently okay to save the game
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*/
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bool TSageEngine::canSaveGameStateCurrently() {
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return (g_globals != NULL) && (g_globals->_game != NULL) && g_globals->_game->canSaveGameStateCurrently();
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}
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/**
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* Load the savegame at the specified slot index
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*/
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Common::Error TSageEngine::loadGameState(int slot) {
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return g_saver->restore(slot);
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}
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/**
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* Save the game to the given slot index, and with the given name
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*/
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Common::Error TSageEngine::saveGameState(int slot, const Common::String &desc) {
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return g_saver->save(slot, desc);
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}
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/**
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* Support method that generates a savegame name
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* @param slot Slot number
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*/
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Common::String TSageEngine::generateSaveName(int slot) {
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return Common::String::format("%s.%03d", _targetName.c_str(), slot);
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}
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void TSageEngine::syncSoundSettings() {
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Engine::syncSoundSettings();
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g_globals->_soundManager.syncSounds();
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}
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} // End of namespace TsAGE
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