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https://github.com/libretro/scummvm.git
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d556890673
Introduce game screen and game widget. Add status bar to show currently hovered and picked items. Load hardcoded strings from game executable.
94 lines
2.3 KiB
C++
94 lines
2.3 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 MUTATIONOFJB_MUTATIONOFJB_H
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#define MUTATIONOFJB_MUTATIONOFJB_H
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#include "engines/engine.h"
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#include "mutationofjb/script.h"
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struct ADGameDescription;
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namespace Common {
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struct Event;
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class Serializer;
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}
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namespace Graphics {
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class Screen;
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}
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namespace MutationOfJB {
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class Console;
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class Game;
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class GuiScreen;
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struct SaveHeader {
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bool sync(Common::Serializer &sz);
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Common::String _description;
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};
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class MutationOfJBEngine : public Engine {
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public:
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enum CursorState {
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CURSOR_OFF,
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CURSOR_IDLE,
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CURSOR_ACTIVE
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};
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MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc);
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~MutationOfJBEngine();
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virtual Common::Error run();
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Graphics::Screen *getScreen() const;
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Game &getGame();
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void setCursorState(CursorState cursorState);
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virtual bool hasFeature(EngineFeature f) const override;
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virtual bool canLoadGameStateCurrently() override;
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virtual Common::Error loadGameState(int slot) override;
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virtual bool canSaveGameStateCurrently() override;
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virtual Common::Error saveGameState(int slot, const Common::String &desc) override;
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const ADGameDescription *getGameDescription() const;
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private:
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bool loadGameData(bool partB);
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void setupCursor();
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void updateCursorPalette();
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const ADGameDescription *_gameDesc;
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Console *_console;
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Graphics::Screen *_screen;
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Game *_game;
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uint8 _mapObjectId;
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CursorState _cursorState;
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GuiScreen *_currentScreen;
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};
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}
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#endif
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