68 lines
2.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ICB_H
#define ICB_H
#include "engines/advancedDetector.h"
#include "engines/engine.h"
#include "engines/icb/detection.h"
#include "common/random.h"
namespace ICB {
class IcbEngine : public Engine {
public:
IcbEngine(OSystem *syst, const IcbGameDescription *gameDescIcb);
virtual ~IcbEngine();
Common::RandomSource *getRandomSource() { return _randomSource; }
static Common::Array<Common::Keymap *> initKeymapsIcb(const char *target);
static Common::Array<Common::Keymap *> initKeymapsEldorado(const char *target);
bool hasFeature(EngineFeature f) const override;
IcbGameType getGameType() { return _gameType; }
protected:
// Engine APIs
Common::Error run() override;
private:
IcbGameType _gameType;
void initGfx(bool hwAccel, bool fullscreen);
void mainLoop();
Common::RandomSource *_randomSource;
const ADGameDescription *_gameDescription;
};
extern IcbEngine *g_icb;
} // End of namespace ICB
#endif // ICB_H