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b07a9388a4
This function assumes that the detection plugin is loaded alongside the engine plugin.
711 lines
18 KiB
C++
711 lines
18 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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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class MetaEngineDetection;
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class MetaEngine;
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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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class SeekableReadStream;
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class WriteStream;
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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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* @defgroup engines_engine Engine
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* @ingroup engines
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*
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* @brief API for managing various functions of the engine.
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*
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* @{
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*/
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessage(const Common::U32String &msg, const char *url = nullptr);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessage(const Common::String &msg, const char *url = nullptr);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageWithURL(const Common::U32String &msg, const char *url);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageWithURL(const Common::String &msg, const char *url);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageFormatU32StringPtr(const Common::U32String *fmt, ...);
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/**
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* Initialize graphics and show an error message.
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*/
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template<class... TParam>
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inline void GUIErrorMessageFormat(const Common::U32String &fmt, TParam... param) {
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GUIErrorMessageFormatU32StringPtr(&fmt, Common::forward<TParam>(param)...);
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}
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageFormat(MSVC_PRINTF const char *fmt, ...) GCC_PRINTF(1, 2);
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class Engine;
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/**
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* Class for managing pausing by Engine::pauseEngine that hands out pause tokens.
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*
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* Each token represents one requested level of pause.
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*/
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class PauseToken {
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public:
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PauseToken();
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/**
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* Construct a pause token.
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*/
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PauseToken(const PauseToken &);
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#if __cplusplus >= 201103L
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PauseToken(PauseToken &&);
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#endif
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~PauseToken();
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/**
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* Assign the pause token.
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*/
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void operator=(const PauseToken &);
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#if __cplusplus >= 201103L
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void operator=(PauseToken &&);
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#endif
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/**
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* Manually release the PauseToken.
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*
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* Only allowed if the token currently represents a pause request.
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*/
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void clear();
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/**
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* Return true if the PauseToken represents a pause level,
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* false if it is empty.
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*/
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bool isActive() const { return _engine != nullptr; }
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private:
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PauseToken(Engine *);
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Engine *_engine;
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/**
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* @see Engine
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*/
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friend class Engine;
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};
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class Engine {
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public:
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/**
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* The OSystem instance used by the engine.
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*/
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OSystem *_system;
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/**
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* The Mixer instance used by the engine.
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*/
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Audio::Mixer *_mixer;
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protected:
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/**
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* The TimerManager instance used by the engine.
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*/
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Common::TimerManager *_timer;
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/**
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* The EventManager instance used by the engine.
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*/
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Common::EventManager *_eventMan;
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/**
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* The SaveFileManager used by the engine.
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*/
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Common::SaveFileManager *_saveFileMan;
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/**
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* The Dialog instance used by the engine.
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*/
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GUI::Dialog *_mainMenuDialog;
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/**
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* Run a GUI dialog.
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*/
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virtual int runDialog(GUI::Dialog &dialog);
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/**
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* Target name for saves.
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*/
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const Common::String _targetName;
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private:
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/**
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* The associated metaengine
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*/
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MetaEngine *_metaEngine;
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/**
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* The pause level.
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*
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* 0 means 'running'. A positive value indicates how often the engine
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* has been paused and thus how many times it must be unpaused before
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* it resumes running. This makes it possible to nest the code that 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.
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*
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* This value is used to calculate 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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* Autosave interval.
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*/
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int _autosaveInterval;
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/**
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* The last time an autosave was done.
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*/
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int _lastAutosaveTime;
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/**
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* Save slot selected via the global main menu.
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*
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* This slot will be loaded after the main menu execution (not from inside
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* the menu loop, to avoid bugs like #4420).
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*/
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int _saveSlotToLoad;
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/**
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* Used for preventing recursion during autosave.
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*/
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bool _autoSaving;
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/**
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* Optional debugger for the engine.
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*/
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GUI::Debugger *_debugger;
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/**
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* Flag for whether the quitGame method has been called
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*/
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static bool _quitRequested;
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public:
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/**
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* Engine features.
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*
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* A feature in this context means an ability of the engine
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* that can be 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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* Enable 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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* The 'Return to launcher' feature is supported.
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*
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* This means that EVENT_RETURN_TO_LAUNCHER is handled
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* either directly, or indirectly (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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kSupportsReturnToLauncher,
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/**
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* Loading save states during runtime is supported.
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*
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* This means that the engine 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 save states during runtime is supported.
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*
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* This means that the engine 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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* Changing the game settings during runtime is supported.
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*
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* This enables showing the Engine Options tab in the config dialog
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* accessed through the global main menu.
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*/
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kSupportsChangingOptionsDuringRuntime,
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/**
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* Arbitrary resolutions are supported.
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*
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* This means that the engine allows the backend to override the resolution
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* passed to OSystem::setupScreen.
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* The engine will need to read the actual resolution used by the
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* backend using OSystem::getWidth and OSystem::getHeight.
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*/
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kSupportsArbitraryResolutions,
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/**
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* The game provides custom help.
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*
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* This enables the help button in the main menu.
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*/
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kSupportsHelp,
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/**
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* The engine provides overrides to the quit and exit to launcher dialogs.
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*/
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kSupportsQuitDialogOverride,
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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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/**
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* Create an instance of the engine.
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*/
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Engine(OSystem *syst);
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/**
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* Destroy the engine instance.
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*/
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virtual ~Engine();
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/**
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* Initialize SearchMan according to the game path.
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*
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* By default, this 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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* Initialize the engine and start its main loop.
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*
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* @return kNoError on success, otherwise 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 that 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.
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*/
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virtual GUI::Debugger *getDebugger() final { return _debugger; }
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/**
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* Set the engine's debugger.
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*
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* Once set, the Engine class is responsible for managing
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* the debugger, and freeing it on exit.
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*/
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void setDebugger(GUI::Debugger *debugger) {
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assert(!_debugger);
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_debugger = debugger;
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}
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/**
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* Return the engine's debugger instance, or create one if none is present.
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*
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* Used by error() to invoke the debugger when a severe error is reported.
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*/
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GUI::Debugger *getOrCreateDebugger();
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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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/**
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* Notify the engine that the sound settings in the config manager might have
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* changed and that it should adjust any internal volume (and other) values
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* accordingly.
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*
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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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*
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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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* Notify the engine that the settings editable from the Game tab in the
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* in-game options dialog might have changed and that they need to be applied
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* if necessary.
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*/
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virtual void applyGameSettings() {}
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/**
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* Flip mute all sound options.
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*/
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virtual void flipMute();
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/**
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* Generate the savegame filename.
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*/
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virtual Common::String getSaveStateName(int slot) const {
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return Common::String::format("%s.%03d", _targetName.c_str(), slot);
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}
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/**
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* Load a game state.
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*
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* @param slot The slot from which a save state should be loaded.
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*
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* @return kNoError on success, otherwise 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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* Load a game state.
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*
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* @param stream The stream to load the save state from.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error loadGameStream(Common::SeekableReadStream *stream);
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/**
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* Set the game slot for a savegame to be loaded after the global
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* main menu execution.
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*
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* This is to avoid loading a savegame from
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* inside the menu loop which causes bugs like #4420.
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*
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* @param slot The slot from which a save state should be loaded.
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*/
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void setGameToLoadSlot(int slot);
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/**
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* Indicate whether a game state can be loaded.
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*
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* @param msg Optional pointer to message explaining why it is disabled
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*/
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virtual bool canLoadGameStateCurrently(Common::U32String *msg = nullptr);
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/**
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* Save a game state.
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*
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* @param slot The slot into which the save state should be stored.
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* @param desc Description for the save state, entered by the user.
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* @param isAutosave Expected to be true if an autosave is being created.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false);
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/**
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* Save a game state.
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*
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* @param stream The write stream to save the savegame data to.
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* @param isAutosave Expected to be true if an autosave is being created.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false);
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/**
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* Indicate whether a game state can be saved.
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*
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* @param msg Optional pointer to message explaining why it is disabled
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*/
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virtual bool canSaveGameStateCurrently(Common::U32String *msg = nullptr);
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/**
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* Show the ScummVM save dialog, allowing users to save their game.
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*/
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bool saveGameDialog();
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/**
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* Show the ScummVM Restore dialog, allowing users to load a game.
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*/
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bool loadGameDialog();
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protected:
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/**
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* Actual implementation of pauseEngine by subclasses.
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*
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* @see Engine::pauseEngine
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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.
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*
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* Sends an EVENT_QUIT event to the Event 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.
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*
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* This can mean either quitting ScummVM altogether, or returning to the launcher.
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*/
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static bool shouldQuit();
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/**
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* Return the MetaEngine instance used by this engine.
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*/
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inline MetaEngine *getMetaEngine() const { return _metaEngine; }
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/**
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* Set the MetaEngine instance used by this engine.
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*/
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inline void setMetaEngine(MetaEngine *metaEngine) { _metaEngine = metaEngine; }
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/**
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* Pause the engine.
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*
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* This should stop any audio playback and other operations.
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* 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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* Returns a PauseToken. Multiple pause tokens can exist. The engine will
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* be resumed when all associated pause tokens reach the end of their lives.
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*/
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PauseToken pauseEngine();
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private:
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/** Resume the engine.
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*
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* This should resume any audio playback and other operations.
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* Only PauseToken is allowed to call this member function. Use the PauseToken
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* that you got from pauseEngine to resume the engine.
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*/
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void resumeEngine();
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/**
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* @see Engine::PauseToken
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*/
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friend class PauseToken;
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/**
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* Warns before overwriting autosave.
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*
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* @return true if it is safe to save, false to avoid saving.
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*/
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bool warnBeforeOverwritingAutosave();
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public:
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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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* @param msg A message that will be presented to user. If empty, then
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* generic message regarding unsupported game is presented
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*
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* @return True if the user chooses to start anyway, false otherwise.
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*/
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static bool warnUserAboutUnsupportedGame(Common::String msg = Common::String());
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/**
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* Display an error message to the user that the game is not supported.
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*
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* @param extraMsg An extra message that will be appended to the default message.
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*/
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static void errorUnsupportedGame(Common::String extraMsg);
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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 when the engine wants to exclude from
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|
* the counter the time that the user spent in original engine dialogs.
|
|
*
|
|
* @param time Play time to set up in ms.
|
|
*/
|
|
void setTotalPlayTime(uint32 time = 0);
|
|
|
|
/**
|
|
* Return the TimerManager instance used by this engine.
|
|
*/
|
|
inline Common::TimerManager *getTimerManager() { return _timer; }
|
|
/**
|
|
* Return the EventManager instance used by this engine.
|
|
*/
|
|
inline Common::EventManager *getEventManager() { return _eventMan; }
|
|
/**
|
|
* Return the SaveFileManager instance used by this engine.
|
|
*/
|
|
inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
|
|
|
|
public:
|
|
/**
|
|
* Check if extracted CD Audio files are found.
|
|
*/
|
|
bool existExtractedCDAudioFiles(uint track = 1);
|
|
/**
|
|
* On some systems, check whether the game appears to be run
|
|
* from the same CD drive, which also should play CD audio.
|
|
*/
|
|
bool isDataAndCDAudioReadFromSameCD();
|
|
/**
|
|
*Display a warning for no extracted CD Audio files found.
|
|
*/
|
|
void warnMissingExtractedCDAudio();
|
|
|
|
/**
|
|
* Check whether it is time to autosave, and if so, do it.
|
|
*/
|
|
void handleAutoSave();
|
|
|
|
/**
|
|
* Autosave immediately if autosaves are enabled.
|
|
*/
|
|
void saveAutosaveIfEnabled();
|
|
|
|
/**
|
|
* Indicate whether an autosave can currently be done.
|
|
*/
|
|
virtual bool canSaveAutosaveCurrently() {
|
|
return canSaveGameStateCurrently();
|
|
}
|
|
|
|
/**
|
|
* Return the slot that should be used for autosaves, or -1 for engines that
|
|
* don't support autosave.
|
|
*
|
|
* @note This should match the meta engine getAutosaveSlot() method.
|
|
*/
|
|
virtual int getAutosaveSlot() const {
|
|
return 0;
|
|
}
|
|
|
|
protected:
|
|
/**
|
|
* Syncs the engine's mixer using the default volume syncing behavior.
|
|
*/
|
|
void defaultSyncSoundSettings();
|
|
};
|
|
|
|
|
|
/** @name Chained games
|
|
*
|
|
* @{
|
|
*/
|
|
|
|
/**
|
|
* Singleton class which manages chained games.
|
|
*
|
|
* A chained game is one that starts automatically, optionally loading
|
|
* a saved game, instead of returning to the launcher.
|
|
*/
|
|
class ChainedGamesManager : public Common::Singleton<ChainedGamesManager> {
|
|
private:
|
|
struct Game {
|
|
Common::String target;
|
|
int slot;
|
|
};
|
|
|
|
Common::Queue<Game> _chainedGames;
|
|
|
|
public:
|
|
ChainedGamesManager();
|
|
/** Clear the chained games manager of any games. */
|
|
void clear();
|
|
/** Load a game into a slot in the chained games manager. */
|
|
void push(const Common::String target, const int slot = -1);
|
|
/** Pop the last game loaded into the chained games manager. */
|
|
bool pop(Common::String &target, int &slot);
|
|
/** Returns true if the chained games manager has no elements in the queue. */
|
|
bool empty() { return _chainedGames.empty(); }
|
|
};
|
|
|
|
/** Convenience shortcut for accessing the chained games manager. */
|
|
#define ChainedGamesMan ChainedGamesManager::instance()
|
|
/** @} */
|
|
/** Current workaround for MidiEmu & error(). */ //FIXME
|
|
extern Engine *g_engine;
|
|
/** @} */
|
|
#endif
|