mirror of
https://github.com/libretro/scummvm.git
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158 lines
3.7 KiB
C++
158 lines
3.7 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 AGS_AGS_H
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#define AGS_AGS_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/random.h"
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#include "common/hash-str.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "engines/savestate.h"
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#include "graphics/surface.h"
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#include "ags/shared/gfx/bitmap.h"
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#include "ags/lib/allegro/system.h"
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#include "ags/engine/util/mutex_std.h"
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namespace AGS3 {
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class Globals;
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}
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namespace AGS {
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 200
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enum AGSDebugChannels {
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kDebugGraphics = 1 << 0,
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kDebugPath = 1 << 1,
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kDebugScan = 1 << 2,
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kDebugFilePath = 1 << 3,
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kDebugScript = 1 << 4
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};
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struct AGSGameDescription;
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struct PluginVersion;
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class EventsManager;
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class Music;
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class AGSEngine : public Engine {
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private:
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const AGSGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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public:
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EventsManager *_events;
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Music *_music;
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Graphics::Screen *_rawScreen;
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::AGS3::BITMAP *_screen;
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::AGS3::GFX_DRIVER *_gfxDriver;
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::AGS3::AGS::Engine::Mutex _sMutex;
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::AGS3::AGS::Engine::Mutex _soundCacheMutex;
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::AGS3::AGS::Engine::Mutex _mp3Mutex;
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::AGS3::Globals *_globals;
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bool _forceTextAA;
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protected:
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// Engine APIs
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Common::Error run() override;
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public:
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AGSEngine(OSystem *syst, const AGSGameDescription *gameDesc);
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~AGSEngine() override;
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void GUIError(const Common::String &msg);
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void set_window_title(const char *str) {
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// No implementation
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}
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uint32 getFeatures() const;
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const PluginVersion *getNeededPlugins() const;
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/**
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* Returns the game Id
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*/
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Common::String getGameId() const;
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/**
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* Returns the current list of savegames
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*/
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SaveStateList listSaves() const;
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/**
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* Gets a random number
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*/
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uint32 getRandomNumber(uint maxNum) {
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return _randomSource.getRandomNumber(maxNum);
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}
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/**
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* Sets the random number seed
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*/
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void setRandomNumberSeed(uint32 seed) {
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_randomSource.setSeed(seed);
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}
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/**
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* Setse up the graphics mode
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*/
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void setGraphicsMode(size_t w, size_t h);
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bool hasFeature(EngineFeature f) const override {
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return
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsReturnToLauncher);
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};
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/**
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* Indicate whether a game state can be loaded.
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*/
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bool canLoadGameStateCurrently() override;
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/**
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* Indicate whether a game state can be saved.
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*/
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bool canSaveGameStateCurrently() override;
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/**
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* Load a savegame
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*/
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Common::Error loadGameState(int slot) override;
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/**
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* Save a savegame
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*/
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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};
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extern AGSEngine *g_vm;
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#define screen ::AGS::g_vm->_screen
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#define gfx_driver ::AGS::g_vm->_gfxDriver
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#define SHOULD_QUIT ::AGS::g_vm->shouldQuit()
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} // namespace AGS
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#endif
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