scummvm/engines/engine.h
athrxx 1a05efa8ed GUI: fix bug
(Savegames now get loaded after GMM dialogue execution. This avoids mouse cursor glitches (e.g. mouse cursors which get changed during loadGameState() being popped when the dialogue closes).
2011-06-25 15:54:36 +02:00

317 lines
8.5 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 ENGINES_ENGINE_H
#define ENGINES_ENGINE_H
#include "common/scummsys.h"
#include "common/str.h"
class OSystem;
namespace Audio {
class Mixer;
}
namespace Common {
class Error;
class EventManager;
class SaveFileManager;
class TimerManager;
}
namespace GUI {
class Debugger;
class Dialog;
}
/**
* Initializes graphics and shows error message.
*/
void GUIErrorMessage(const Common::String &msg);
class Engine {
public:
OSystem *_system;
Audio::Mixer *_mixer;
protected:
Common::TimerManager *_timer;
Common::EventManager *_eventMan;
Common::SaveFileManager *_saveFileMan;
GUI::Dialog *_mainMenuDialog;
virtual int runDialog(GUI::Dialog &dialog);
const Common::String _targetName; // target name for saves
private:
/**
* The pause level, 0 means 'running', a positive value indicates
* how often the engine has been paused (and hence how often it has
* to be un-paused before it resumes running). This makes it possible
* to nest code which pauses the engine.
*/
int _pauseLevel;
/**
* The time when the pause was started.
*/
uint32 _pauseStartTime;
/**
* The time when the engine was started. This value is used to calculate
* the current play time of the game running.
*/
int32 _engineStartTime;
/**
* Save slot selected via global main menu.
* This slot will be loaded after main menu execution (not from inside
* the menu loop, to avoid bugs like #2822778).
*/
int _saveSlotToLoad;
public:
/**
* A feature in this context means an ability of the engine which can be
* either available or not.
* @see Engine::hasFeature()
*/
enum EngineFeature {
/**
* Enables the subtitle speed and toggle items in the Options section
* of the global main menu.
*/
kSupportsSubtitleOptions,
/**
* 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled
* either directly, or indirectly (that is, the engine calls and honors
* the result of the Engine::shouldQuit() method appropriately).
*/
kSupportsRTL,
/**
* Loading savestates during runtime is supported, that is, this engine
* implements loadGameState() and canLoadGameStateCurrently().
* If this feature is supported, then the corresponding MetaEngine *must*
* support the kSupportsListSaves feature.
*/
kSupportsLoadingDuringRuntime,
/**
* Loading savestates during runtime is supported, that is, this engine
* implements saveGameState() and canSaveGameStateCurrently().
* If this feature is supported, then the corresponding MetaEngine *must*
* support the kSupportsListSaves feature.
*/
kSupportsSavingDuringRuntime
};
/** @name Overloadable methods
*
* All Engine subclasses should consider overloading some or all of the following methods.
*/
//@{
Engine(OSystem *syst);
virtual ~Engine();
/**
* Init the engine and start its main loop.
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error run() = 0;
/**
* Prepare an error string, which is printed by the error() function.
*/
virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
/**
* Return the engine's debugger instance, if any. Used by error() to
* invoke the debugger when a severe error is reported.
*/
virtual GUI::Debugger *getDebugger() { return 0; }
/**
* Determine whether the engine supports the specified feature.
*/
virtual bool hasFeature(EngineFeature f) const { return false; }
// virtual EnginePlugin *getMetaEnginePlugin() const;
/**
* Notify the engine that the sound settings in the config manager may have
* changed and that it hence should adjust any internal volume etc. values
* accordingly.
* The default implementation sets the volume levels of all mixer sound
* types according to the config entries of the active domain.
* When overwriting, call the default implementation first, then adjust the
* volumes further (if required).
*
* @note When setting volume levels, respect the "mute" config entry.
* @note The volume for the plain sound type is reset to the maximum
* volume. If the engine can associate its own value for this
* type, it needs to overwrite this member and set it accordingly.
* @todo find a better name for this
*/
virtual void syncSoundSettings();
/**
* Flip mute all sound option.
*/
virtual void flipMute();
/**
* Load a game state.
* @param slot the slot from which a savestate should be loaded
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error loadGameState(int slot);
/**
* Sets the game slot for a savegame to be loaded after global
* main menu execution. This is to avoid loading a savegame from
* inside the menu loop which causes bugs like #2822778.
*
* @param slot the slot from which a savestate should be loaded.
*/
void setGameToLoadSlot(int slot);
/**
* Indicates whether a game state can be loaded.
*/
virtual bool canLoadGameStateCurrently();
/**
* Save a game state.
* @param slot the slot into which the savestate should be stored
* @param desc a description for the savestate, entered by the user
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc);
/**
* Indicates whether a game state can be saved.
*/
virtual bool canSaveGameStateCurrently();
protected:
/**
* Actual implementation of pauseEngine by subclasses. See there
* for details.
*/
virtual void pauseEngineIntern(bool pause);
//@}
public:
/**
* Request the engine to quit. Sends a EVENT_QUIT event to the Event
* Manager.
*/
static void quitGame();
/**
* Return whether the ENGINE should quit respectively should return to the
* launcher.
*/
static bool shouldQuit();
/**
* Pause or resume the engine. This should stop/resume any audio playback
* and other stuff. Called right before the system runs a global dialog
* (like a global pause, main menu, options or 'confirm exit' dialog).
*
* This is a convenience tracker which automatically keeps track on how
* often the engine has been paused, ensuring that after pausing an engine
* e.g. twice, it has to be unpaused twice before actuallying resuming.
*
* @param pause true to pause the engine, false to resume it
*/
void pauseEngine(bool pause);
/**
* Return whether the engine is currently paused or not.
*/
bool isPaused() const { return _pauseLevel != 0; }
/**
* Run the Global Main Menu Dialog
*/
void openMainMenuDialog();
/**
* Display a warning to the user that the game is not fully supported.
*
* @return true if the user chose to start anyway, false otherwise
*/
static bool warnUserAboutUnsupportedGame();
/**
* Get the total play time.
*
* @return How long the player has been playing in ms.
*/
uint32 getTotalPlayTime() const;
/**
* Set the game time counter to the specified time.
*
* This can be used to set the play time counter after loading a savegame
* for example. Another use case is in case the engine wants to exclude
* time from the counter the user spent in original engine dialogs.
*
* @param time Play time to set up in ms.
*/
void setTotalPlayTime(uint32 time = 0);
inline Common::TimerManager *getTimerManager() { return _timer; }
inline Common::EventManager *getEventManager() { return _eventMan; }
inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
public:
/** On some systems, check if the game appears to be run from CD. */
void checkCD();
protected:
/**
* Indicate whether an autosave should be performed.
*/
bool shouldPerformAutoSave(int lastSaveTime);
};
// FIXME: HACK for MidiEmu & error()
extern Engine *g_engine;
#endif