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101ad689c5
No detection-support is added for those languages at this point though.
70 lines
2.2 KiB
C++
70 lines
2.2 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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* 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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* 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_ENGINE_H
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#define WINTERMUTE_BASE_ENGINE_H
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#include "common/str.h"
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#include "common/singleton.h"
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#include "common/random.h"
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#include "common/language.h"
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namespace Wintermute {
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class BaseFileManager;
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class BaseRegistry;
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class BaseGame;
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class SystemClassRegistry;
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class BaseEngine : public Common::Singleton<Wintermute::BaseEngine> {
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void init(Common::Language lang);
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BaseFileManager *_fileManager;
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Common::String _gameId;
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BaseGame *_gameRef;
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// We need random numbers
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Common::RandomSource *_rnd;
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SystemClassRegistry *_classReg;
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public:
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BaseEngine();
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~BaseEngine();
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static void createInstance(const Common::String &gameid, Common::Language lang);
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void setGameRef(BaseGame *gameRef) { _gameRef = gameRef; }
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Common::RandomSource *getRandomSource() { return _rnd; }
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uint32 randInt(int from, int to);
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SystemClassRegistry *getClassRegistry(){ return _classReg; }
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BaseGame *getGameRef() { return _gameRef; }
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BaseFileManager *getFileManager() { return _fileManager; }
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static void LOG(bool res, const char *fmt, ...);
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const char *getGameId() { return _gameId.c_str(); }
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};
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} // end of namespace Wintermute
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#endif
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