scummvm/engines/ags/ags.h
Walter Agazzi 77cb444f6b AGS: Check msg is initialized and add mirrored getAutosaveSlot
This is required for the overwrite warning to work properly
2023-12-15 09:08:02 +00:00

183 lines
4.1 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.
*
* 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 AGS_AGS_H
#define AGS_AGS_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/random.h"
#include "common/hash-str.h"
#include "common/util.h"
#include "engines/engine.h"
#include "engines/savestate.h"
#include "graphics/surface.h"
#include "ags/detection.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/lib/allegro/system.h"
namespace AGS3 {
class Globals;
}
namespace AGS {
/**
* @defgroup agsengine AGS Engine
* @brief Engine to run Adventure Game Studio games.
*/
/* Synced up to upstream: ---
* ----
*/
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 200
struct AGSGameDescription;
struct PluginVersion;
class EventsManager;
class Music;
class AGSEngine : public Engine {
private:
const AGSGameDescription *_gameDescription;
Common::RandomSource _randomSource;
public:
EventsManager *_events;
Music *_music;
::AGS3::GFX_DRIVER *_gfxDriver;
::AGS3::Globals *_globals;
bool _forceTextAA;
protected:
// Engine APIs
Common::Error run() override;
public:
AGSEngine(OSystem *syst, const AGSGameDescription *gameDesc);
~AGSEngine() override;
void GUIError(const Common::String &msg);
void set_window_title(const char *str) {
// No implementation
}
uint32 getFeatures() const;
const PluginVersion *getNeededPlugins() const;
/**
* Returns the game Id
*/
Common::String getGameId() const;
/**
* Returns the current list of savegames
*/
SaveStateList listSaves() const;
/**
* Gets a random number
*/
uint32 getRandomNumber(uint maxNum) {
return _randomSource.getRandomNumber(maxNum);
}
/**
* Sets the random number seed
*/
void setRandomNumberSeed(uint32 seed) {
_randomSource.setSeed(seed);
}
/**
* Returns a pixel format for the given color depth.
*/
bool getPixelFormat(int depth, Graphics::PixelFormat &format) const;
/**
* Sets up the graphics mode
*/
void setGraphicsMode(size_t w, size_t h, int depth);
bool hasFeature(EngineFeature f) const override {
return
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime) ||
(f == kSupportsReturnToLauncher);
};
/**
* Returns true if the selected game is an unsupported one
* earlier than version 2.5
*/
bool isUnsupportedPre25() const;
/*
* Returns true if the game has data files greater than 2Gb
*/
bool is64BitGame() const;
/**
* Returns the game folder as a ScummVM filesystem node
*/
Common::FSNode getGameFolder();
/**
* Indicate whether a game state can be loaded.
*/
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
/**
* Indicate whether a game state can be saved.
*/
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
/**
* Load a savegame
*/
Common::Error loadGameState(int slot) override;
/**
* Save a savegame
*/
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
/**
* Returns autosave slot (-1 if unavailable)
*/
int getAutosaveSlot() const override;
/**
* Synchronize user volume settings
*/
void syncSoundSettings() override;
};
extern AGSEngine *g_vm;
#define gfx_driver ::AGS::g_vm->_gfxDriver
#define SHOULD_QUIT ::AGS::g_vm->shouldQuit()
} // namespace AGS
#endif