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dfe465e26b
I aped what has been done with AGS: in engines/agi/detection.cpp, adding a struct that includes ADGameDescription at the beginning. This is also recommended in advancedDetector.h
88 lines
2.8 KiB
C++
88 lines
2.8 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_ENGINE_H
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#define WINTERMUTE_BASE_ENGINE_H
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#include "common/str.h"
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#include "common/singleton.h"
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#include "common/random.h"
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#include "common/language.h"
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#include "engines/wintermute/game_description.h"
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namespace Wintermute {
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class BaseFileManager;
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class BaseRegistry;
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class BaseGame;
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class BaseSoundMgr;
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class BaseRenderer;
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class SystemClassRegistry;
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class Timer;
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class BaseEngine : public Common::Singleton<Wintermute::BaseEngine> {
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void init();
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BaseFileManager *_fileManager;
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Common::String _gameId;
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Common::String _targetName;
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BaseGame *_gameRef;
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// We need random numbers
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Common::RandomSource *_rnd;
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SystemClassRegistry *_classReg;
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Common::Language _language;
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WMETargetExecutable _targetExecutable;
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public:
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BaseEngine();
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~BaseEngine();
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static void createInstance(const Common::String &targetName, const Common::String &gameId, Common::Language lang, WMETargetExecutable targetExecutable = LATEST_VERSION);
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void setGameRef(BaseGame *gameRef) { _gameRef = gameRef; }
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Common::RandomSource *getRandomSource() { return _rnd; }
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uint32 randInt(int from, int to);
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SystemClassRegistry *getClassRegistry() { return _classReg; }
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BaseGame *getGameRef() { return _gameRef; }
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BaseFileManager *getFileManager() { return _fileManager; }
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BaseSoundMgr *getSoundMgr();
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static BaseRenderer *getRenderer();
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static const Timer *getTimer();
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static const Timer *getLiveTimer();
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static void LOG(bool res, const char *fmt, ...);
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const char *getGameTargetName() const { return _targetName.c_str(); }
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Common::String getGameId() const { return _gameId; }
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Common::Language getLanguage() const { return _language; }
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WMETargetExecutable getTargetExecutable() const {
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return _targetExecutable;
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}
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};
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} // End of namespace Wintermute
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#endif
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