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https://github.com/libretro/scummvm.git
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cc916625d9
This replaces the somewhat ugly use of the config manager to store the chained games.
369 lines
9.8 KiB
C++
369 lines
9.8 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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#ifndef ENGINES_ENGINE_H
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#define ENGINES_ENGINE_H
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#include "common/scummsys.h"
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#include "common/str.h"
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#include "common/language.h"
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#include "common/platform.h"
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#include "common/queue.h"
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#include "common/singleton.h"
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class OSystem;
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namespace Audio {
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class Mixer;
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}
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namespace Common {
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class Error;
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class EventManager;
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class SaveFileManager;
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class TimerManager;
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class FSNode;
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}
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namespace GUI {
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class Debugger;
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class Dialog;
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}
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/**
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* Initializes graphics and shows error message.
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*/
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void GUIErrorMessage(const Common::String &msg);
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class Engine {
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public:
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OSystem *_system;
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Audio::Mixer *_mixer;
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protected:
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Common::TimerManager *_timer;
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Common::EventManager *_eventMan;
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Common::SaveFileManager *_saveFileMan;
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GUI::Dialog *_mainMenuDialog;
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virtual int runDialog(GUI::Dialog &dialog);
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const Common::String _targetName; // target name for saves
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private:
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/**
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* The pause level, 0 means 'running', a positive value indicates
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* how often the engine has been paused (and hence how often it has
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* to be un-paused before it resumes running). This makes it possible
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* to nest code which pauses the engine.
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*/
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int _pauseLevel;
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/**
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* The time when the pause was started.
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*/
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uint32 _pauseStartTime;
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/**
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* The time when the engine was started. This value is used to calculate
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* the current play time of the game running.
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*/
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int32 _engineStartTime;
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/**
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* Save slot selected via global main menu.
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* This slot will be loaded after main menu execution (not from inside
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* the menu loop, to avoid bugs like #2822778).
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*/
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int _saveSlotToLoad;
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public:
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/**
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* A feature in this context means an ability of the engine which can be
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* either available or not.
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* @see Engine::hasFeature()
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*/
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enum EngineFeature {
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/**
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* Enables the subtitle speed and toggle items in the Options section
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* of the global main menu.
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*/
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kSupportsSubtitleOptions,
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/**
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* 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled
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* either directly, or indirectly (that is, the engine calls and honors
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* the result of the Engine::shouldQuit() method appropriately).
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*/
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kSupportsRTL,
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/**
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* Loading savestates during runtime is supported, that is, this engine
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* implements loadGameState() and canLoadGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsLoadingDuringRuntime,
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/**
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* Loading savestates during runtime is supported, that is, this engine
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* implements saveGameState() and canSaveGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsSavingDuringRuntime
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};
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/** @name Overloadable methods
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*
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* All Engine subclasses should consider overloading some or all of the following methods.
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*/
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//@{
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Engine(OSystem *syst);
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virtual ~Engine();
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/**
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* Init SearchMan according to the game path.
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*
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* By default it adds the directory in non-flat mode with a depth of 4 as
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* priority 0 to SearchMan.
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*
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* @param gamePath The base directory of the game data.
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*/
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virtual void initializePath(const Common::FSNode &gamePath);
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/**
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* Init the engine and start its main loop.
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error run() = 0;
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/**
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* Prepare an error string, which is printed by the error() function.
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*/
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virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
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/**
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* Return the engine's debugger instance, if any. Used by error() to
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* invoke the debugger when a severe error is reported.
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*/
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virtual GUI::Debugger *getDebugger() { return 0; }
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/**
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* Determine whether the engine supports the specified feature.
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*/
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virtual bool hasFeature(EngineFeature f) const { return false; }
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// virtual EnginePlugin *getMetaEnginePlugin() const;
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/**
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* Notify the engine that the sound settings in the config manager may have
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* changed and that it hence should adjust any internal volume etc. values
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* accordingly.
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* The default implementation sets the volume levels of all mixer sound
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* types according to the config entries of the active domain.
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* When overwriting, call the default implementation first, then adjust the
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* volumes further (if required).
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*
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* @note When setting volume levels, respect the "mute" config entry.
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* @note The volume for the plain sound type is reset to the maximum
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* volume. If the engine can associate its own value for this
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* type, it needs to overwrite this member and set it accordingly.
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* @todo find a better name for this
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*/
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virtual void syncSoundSettings();
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/*
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* Initialize any engine-specific keymaps.
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*/
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virtual void initKeymap() {}
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/*
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* Cleanup any engine-specific keymaps.
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*/
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virtual void deinitKeymap();
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/**
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* Flip mute all sound option.
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*/
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virtual void flipMute();
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/**
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* Load a game state.
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* @param slot the slot from which a savestate should be loaded
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error loadGameState(int slot);
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/**
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* Sets the game slot for a savegame to be loaded after global
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* main menu execution. This is to avoid loading a savegame from
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* inside the menu loop which causes bugs like #2822778.
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*
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* @param slot the slot from which a savestate should be loaded.
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*/
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void setGameToLoadSlot(int slot);
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/**
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* Indicates whether a game state can be loaded.
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*/
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virtual bool canLoadGameStateCurrently();
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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/**
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* Indicates whether a game state can be saved.
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*/
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virtual bool canSaveGameStateCurrently();
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protected:
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/**
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* Actual implementation of pauseEngine by subclasses. See there
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* for details.
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*/
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virtual void pauseEngineIntern(bool pause);
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//@}
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public:
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/**
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* Request the engine to quit. Sends a EVENT_QUIT event to the Event
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* Manager.
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*/
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static void quitGame();
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/**
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* Return whether the ENGINE should quit respectively should return to the
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* launcher.
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*/
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static bool shouldQuit();
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/**
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* Pause or resume the engine. This should stop/resume any audio playback
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* and other stuff. Called right before the system runs a global dialog
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* (like a global pause, main menu, options or 'confirm exit' dialog).
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*
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* This is a convenience tracker which automatically keeps track on how
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* often the engine has been paused, ensuring that after pausing an engine
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* e.g. twice, it has to be unpaused twice before actuallying resuming.
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*
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* @param pause true to pause the engine, false to resume it
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*/
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void pauseEngine(bool pause);
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/**
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* Return whether the engine is currently paused or not.
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*/
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bool isPaused() const { return _pauseLevel != 0; }
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/**
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* Run the Global Main Menu Dialog
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*/
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void openMainMenuDialog();
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/**
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* Display a warning to the user that the game is not fully supported.
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*
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* @return true if the user chose to start anyway, false otherwise
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*/
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static bool warnUserAboutUnsupportedGame();
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/**
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* Get the total play time.
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*
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* @return How long the player has been playing in ms.
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*/
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uint32 getTotalPlayTime() const;
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/**
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* Set the game time counter to the specified time.
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*
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* This can be used to set the play time counter after loading a savegame
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* for example. Another use case is in case the engine wants to exclude
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* time from the counter the user spent in original engine dialogs.
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*
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* @param time Play time to set up in ms.
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*/
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void setTotalPlayTime(uint32 time = 0);
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inline Common::TimerManager *getTimerManager() { return _timer; }
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inline Common::EventManager *getEventManager() { return _eventMan; }
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inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
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public:
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/** On some systems, check if the game appears to be run from CD. */
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void checkCD();
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protected:
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/**
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* Indicate whether an autosave should be performed.
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*/
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bool shouldPerformAutoSave(int lastSaveTime);
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};
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// Chained games
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/**
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* Singleton class which manages chained games. A chained game is one that
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* starts automatically, optionally loading a saved game, instead of returning
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* to the launcher.
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*/
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class ChainedGamesManager : public Common::Singleton<ChainedGamesManager> {
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private:
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struct Game {
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Common::String target;
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int slot;
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};
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Common::Queue<Game> _chainedGames;
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public:
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ChainedGamesManager();
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void clear();
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void push(const Common::String target, const int slot = -1);
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bool pop(Common::String &target, int &slot);
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};
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/** Convenience shortcut for accessing the chained games manager. */
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#define ChainedGamesMan ChainedGamesManager::instance()
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// FIXME: HACK for MidiEmu & error()
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extern Engine *g_engine;
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#endif
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