scummvm/engines/ags/ags.h
2021-04-14 23:54:48 +01:00

158 lines
3.7 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef AGS_AGS_H
#define AGS_AGS_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.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/shared/gfx/bitmap.h"
#include "ags/lib/allegro/system.h"
#include "ags/engine/util/mutex_std.h"
namespace AGS3 {
class Globals;
}
namespace AGS {
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 200
enum AGSDebugChannels {
kDebugGraphics = 1 << 0,
kDebugPath = 1 << 1,
kDebugScan = 1 << 2,
kDebugFilePath = 1 << 3,
kDebugScript = 1 << 4
};
struct AGSGameDescription;
struct PluginVersion;
class EventsManager;
class Music;
class AGSEngine : public Engine {
private:
const AGSGameDescription *_gameDescription;
Common::RandomSource _randomSource;
public:
EventsManager *_events;
Music *_music;
Graphics::Screen *_rawScreen;
::AGS3::BITMAP *_screen;
::AGS3::GFX_DRIVER *_gfxDriver;
::AGS3::AGS::Engine::Mutex _sMutex;
::AGS3::AGS::Engine::Mutex _soundCacheMutex;
::AGS3::AGS::Engine::Mutex _mp3Mutex;
::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);
}
/**
* Setse up the graphics mode
*/
void setGraphicsMode(size_t w, size_t h);
bool hasFeature(EngineFeature f) const override {
return
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime) ||
(f == kSupportsReturnToLauncher);
};
/**
* Indicate whether a game state can be loaded.
*/
bool canLoadGameStateCurrently() override;
/**
* Indicate whether a game state can be saved.
*/
bool canSaveGameStateCurrently() 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;
};
extern AGSEngine *g_vm;
#define screen ::AGS::g_vm->_screen
#define gfx_driver ::AGS::g_vm->_gfxDriver
#define SHOULD_QUIT ::AGS::g_vm->shouldQuit()
} // namespace AGS
#endif