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https://github.com/libretro/scummvm.git
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2ca52fc007
Add support for Operation Stealth PC 16 and 256 color versions with AdLib and Roland MT-32 sound. Add support for 20 extended savegames (Thumbnails, playtime etc) for both Future Wars and Operation Stealth (20 because it fits on screen using the original save/load interface). Details: - Add versioning to Future Wars and Operation Stealth savegames. - Add fade in effect to both Future Wars and Operation Stealth. - Add mouse wheel support and keyboard support to moving in menus. - Map middle mouse button to pressing both left and right buttons. - Make interface more responsive (See manageEvents() and drawFrame()). - Amiga versions should be completable but sound may or may not work. - Atari ST versions completely untested. Game options currently supported: - Using original save/load interface - Using transparent dialog boxes in 16 color scenes (Also for PC) Console commands currently supported: - labyrinthCheat (For cheating in Operation Stealth's labyrinths) - disableLabyrinthCheat (Disabling labyrinth cheat) - disableHacks (Disabling hacks, useful for testing) - enableHacks (Enabling hacks, useful for testing. On by default)
57 lines
2.7 KiB
C++
57 lines
2.7 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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#ifndef CINE_MAINLOOP_H
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#define CINE_MAINLOOP_H
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namespace Cine {
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enum CallSource {
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EXECUTE_PLAYER_INPUT, ///< Called from executePlayerInput function.
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MAIN_LOOP_WAIT_FOR_PLAYER_CLICK, ///< Called from mainLoop function's waiting for player click section.
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MAKE_MENU_CHOICE, ///< Called from makeMenuChoice function.
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MAKE_SYSTEM_MENU, ///< Called from makeSystemMenu function.
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MAKE_TEXT_ENTRY_MENU, ///< Called from makeTextEntryMenu function.
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PROCESS_INVENTORY, ///< Called from processInventory function.
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WAIT_PLAYER_INPUT ///< Called from waitPlayerInput function.
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};
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enum EventTarget {
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UNTIL_MOUSE_BUTTON_UP_DOWN_UP, ///< Wait until first mouse buttons all up, then at least one down, finally all up.
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UNTIL_MOUSE_BUTTON_DOWN_UP, ///< Wait until first at least one mouse button down, finally all up.
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UNTIL_MOUSE_BUTTON_UP, ///< Wait until all mouse buttons up.
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UNTIL_MOUSE_BUTTON_UP_AND_WAIT_ENDED, ///< Wait until all mouse buttons up and wait period (getTimerDelay()) ended.
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UNTIL_MOUSE_BUTTON_UP_DOWN, ///< Wait until first all mouse buttons up, finally at least one down.
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UNTIL_MOUSE_BUTTON_DOWN, ///< Wait until at least one mouse button down.
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UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_UP_OR_DOWN_OR_IN_RECTS, ///< Wait until at least one mouse button down, up key pressed, down key pressed or mouse position in at least one of the given rectangles.
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UNTIL_MOUSE_BUTTON_DOWN_OR_KEY_INPUT, ///< Wait until at least one mouse button down or a key pressed.
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UNTIL_WAIT_ENDED, ///< Wait until wait period (getTimerDelay()) ended.
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EMPTY_EVENT_QUEUE ///< Empty the event queue.
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};
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void mainLoop(int bootScriptIdx);
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void manageEvents(CallSource callSource, EventTarget eventTarget, bool useMaxMouseButtonState = false, Common::Array<Common::Rect> rects = Common::Array<Common::Rect>());
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} // End of namespace Cine
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#endif
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