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e8ad4df1fa
If the language is explicitly set to American English, use the American version of the panel for the main control panel. In all other aspects, American English will behave as British English, so it shouldn't break anything.
153 lines
3.9 KiB
C++
153 lines
3.9 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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* 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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* 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 SWORD1_H
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#define SWORD1_H
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#include "engines/engine.h"
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#include "common/error.h"
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#include "common/keyboard.h"
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#include "common/rect.h"
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#include "common/util.h"
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#include "sword1/sworddefs.h"
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#include "sword1/console.h"
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/**
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* This is the namespace of the Sword1 engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Broken Sword: The Shadow of the Templars
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*/
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namespace Sword1 {
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enum {
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GF_DEMO = 1 << 0
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};
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enum ControlPanelMode {
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CP_NORMAL = 0,
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CP_DEATHSCREEN,
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CP_THEEND,
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CP_NEWGAME
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};
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class Screen;
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class Sound;
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class Logic;
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class Mouse;
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class ResMan;
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class ObjectMan;
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class Menu;
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class Music;
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class Control;
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struct SystemVars {
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bool runningFromCd;
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uint32 currentCD; // starts at zero, then either 1 or 2 depending on section being played
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uint32 justRestoredGame; // see main() in sword.c & New_screen() in gtm_core.c
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uint8 controlPanelMode; // 1 death screen version of the control panel, 2 = successful end of game, 3 = force restart
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bool forceRestart;
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bool wantFade; // when true => fade during scene change, else cut.
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uint8 playSpeech;
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uint8 showText;
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uint8 language;
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bool isDemo;
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Common::Platform platform;
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Common::Language realLanguage;
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};
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class SwordEngine : public Engine {
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public:
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SwordEngine(OSystem *syst);
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virtual ~SwordEngine();
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static SystemVars _systemVars;
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void reinitialize();
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uint32 _features;
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bool mouseIsActive();
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static bool isMac() { return _systemVars.platform == Common::kPlatformMacintosh; }
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static bool isPsx() { return _systemVars.platform == Common::kPlatformPSX; }
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static bool isWindows() { return _systemVars.platform == Common::kPlatformWindows ; }
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protected:
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// Engine APIs
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Common::Error init();
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Common::Error go();
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virtual Common::Error run() {
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Common::Error err;
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err = init();
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if (err.getCode() != Common::kNoError)
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return err;
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return go();
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}
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virtual bool hasFeature(EngineFeature f) const;
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virtual void syncSoundSettings();
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GUI::Debugger *getDebugger() { return _console; }
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Common::Error loadGameState(int slot);
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bool canLoadGameStateCurrently();
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Common::Error saveGameState(int slot, const Common::String &desc);
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bool canSaveGameStateCurrently();
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private:
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void delay(int32 amount);
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void checkCdFiles();
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void checkCd();
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void showFileErrorMsg(uint8 type, bool *fileExists);
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void flagsToBool(bool *dest, uint8 flags);
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void reinitRes(); //Reinits the resources after a GMM load
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SwordConsole *_console;
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uint8 mainLoop();
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Common::Point _mouseCoord;
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uint16 _mouseState;
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Common::KeyState _keyPressed;
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ResMan *_resMan;
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ObjectMan *_objectMan;
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Screen *_screen;
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Mouse *_mouse;
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Logic *_logic;
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Sound *_sound;
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Menu *_menu;
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Music *_music;
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Control *_control;
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static const uint8 _cdList[TOTAL_SECTIONS];
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static const CdFile _pcCdFileList[];
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static const CdFile _macCdFileList[];
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static const CdFile _psxCdFileList[];
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};
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} // End of namespace Sword1
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#endif //BSSWORD1_H
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