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https://github.com/libretro/scummvm.git
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1a05efa8ed
(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).
317 lines
8.5 KiB
C++
317 lines
8.5 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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#ifndef ENGINES_ENGINE_H
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#define ENGINES_ENGINE_H
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#include "common/scummsys.h"
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#include "common/str.h"
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class OSystem;
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namespace Audio {
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class Mixer;
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}
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namespace Common {
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class Error;
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class EventManager;
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class SaveFileManager;
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class TimerManager;
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}
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namespace GUI {
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class Debugger;
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class Dialog;
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}
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/**
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* Initializes graphics and shows error message.
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*/
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void GUIErrorMessage(const Common::String &msg);
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class Engine {
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public:
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OSystem *_system;
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Audio::Mixer *_mixer;
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protected:
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Common::TimerManager *_timer;
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Common::EventManager *_eventMan;
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Common::SaveFileManager *_saveFileMan;
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GUI::Dialog *_mainMenuDialog;
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virtual int runDialog(GUI::Dialog &dialog);
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const Common::String _targetName; // target name for saves
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private:
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/**
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* The pause level, 0 means 'running', a positive value indicates
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* how often the engine has been paused (and hence how often it has
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* to be un-paused before it resumes running). This makes it possible
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* to nest code which pauses the engine.
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*/
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int _pauseLevel;
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/**
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* The time when the pause was started.
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*/
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uint32 _pauseStartTime;
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/**
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* The time when the engine was started. This value is used to calculate
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* the current play time of the game running.
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*/
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int32 _engineStartTime;
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/**
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* Save slot selected via global main menu.
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* This slot will be loaded after main menu execution (not from inside
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* the menu loop, to avoid bugs like #2822778).
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*/
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int _saveSlotToLoad;
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public:
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/**
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* A feature in this context means an ability of the engine which can be
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* either available or not.
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* @see Engine::hasFeature()
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*/
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enum EngineFeature {
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/**
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* Enables the subtitle speed and toggle items in the Options section
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* of the global main menu.
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*/
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kSupportsSubtitleOptions,
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/**
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* 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled
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* either directly, or indirectly (that is, the engine calls and honors
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* the result of the Engine::shouldQuit() method appropriately).
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*/
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kSupportsRTL,
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/**
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* Loading savestates during runtime is supported, that is, this engine
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* implements loadGameState() and canLoadGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsLoadingDuringRuntime,
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/**
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* Loading savestates during runtime is supported, that is, this engine
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* implements saveGameState() and canSaveGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsSavingDuringRuntime
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};
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/** @name Overloadable methods
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*
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* All Engine subclasses should consider overloading some or all of the following methods.
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*/
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//@{
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Engine(OSystem *syst);
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virtual ~Engine();
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/**
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* Init the engine and start its main loop.
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error run() = 0;
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/**
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* Prepare an error string, which is printed by the error() function.
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*/
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virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
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/**
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* Return the engine's debugger instance, if any. Used by error() to
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* invoke the debugger when a severe error is reported.
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*/
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virtual GUI::Debugger *getDebugger() { return 0; }
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/**
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* Determine whether the engine supports the specified feature.
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*/
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virtual bool hasFeature(EngineFeature f) const { return false; }
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// virtual EnginePlugin *getMetaEnginePlugin() const;
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/**
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* Notify the engine that the sound settings in the config manager may have
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* changed and that it hence should adjust any internal volume etc. values
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* accordingly.
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* The default implementation sets the volume levels of all mixer sound
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* types according to the config entries of the active domain.
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* When overwriting, call the default implementation first, then adjust the
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* volumes further (if required).
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*
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* @note When setting volume levels, respect the "mute" config entry.
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* @note The volume for the plain sound type is reset to the maximum
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* volume. If the engine can associate its own value for this
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* type, it needs to overwrite this member and set it accordingly.
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* @todo find a better name for this
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*/
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virtual void syncSoundSettings();
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/**
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* Flip mute all sound option.
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*/
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virtual void flipMute();
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/**
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* Load a game state.
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* @param slot the slot from which a savestate should be loaded
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error loadGameState(int slot);
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/**
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* Sets the game slot for a savegame to be loaded after global
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* main menu execution. This is to avoid loading a savegame from
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* inside the menu loop which causes bugs like #2822778.
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*
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* @param slot the slot from which a savestate should be loaded.
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*/
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void setGameToLoadSlot(int slot);
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/**
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* Indicates whether a game state can be loaded.
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*/
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virtual bool canLoadGameStateCurrently();
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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/**
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* Indicates whether a game state can be saved.
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*/
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virtual bool canSaveGameStateCurrently();
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protected:
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/**
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* Actual implementation of pauseEngine by subclasses. See there
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* for details.
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*/
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virtual void pauseEngineIntern(bool pause);
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//@}
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public:
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/**
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* Request the engine to quit. Sends a EVENT_QUIT event to the Event
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* Manager.
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*/
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static void quitGame();
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/**
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* Return whether the ENGINE should quit respectively should return to the
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* launcher.
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*/
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static bool shouldQuit();
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/**
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* Pause or resume the engine. This should stop/resume any audio playback
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* and other stuff. Called right before the system runs a global dialog
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* (like a global pause, main menu, options or 'confirm exit' dialog).
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*
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* This is a convenience tracker which automatically keeps track on how
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* often the engine has been paused, ensuring that after pausing an engine
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* e.g. twice, it has to be unpaused twice before actuallying resuming.
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*
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* @param pause true to pause the engine, false to resume it
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*/
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void pauseEngine(bool pause);
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/**
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* Return whether the engine is currently paused or not.
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*/
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bool isPaused() const { return _pauseLevel != 0; }
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/**
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* Run the Global Main Menu Dialog
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*/
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void openMainMenuDialog();
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/**
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* Display a warning to the user that the game is not fully supported.
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*
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* @return true if the user chose to start anyway, false otherwise
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*/
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static bool warnUserAboutUnsupportedGame();
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/**
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* Get the total play time.
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*
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* @return How long the player has been playing in ms.
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*/
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uint32 getTotalPlayTime() const;
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/**
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* Set the game time counter to the specified time.
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*
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* This can be used to set the play time counter after loading a savegame
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* for example. Another use case is in case the engine wants to exclude
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* time from the counter the user spent in original engine dialogs.
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*
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* @param time Play time to set up in ms.
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*/
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void setTotalPlayTime(uint32 time = 0);
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inline Common::TimerManager *getTimerManager() { return _timer; }
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inline Common::EventManager *getEventManager() { return _eventMan; }
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inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
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public:
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/** On some systems, check if the game appears to be run from CD. */
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void checkCD();
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protected:
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/**
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* Indicate whether an autosave should be performed.
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*/
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bool shouldPerformAutoSave(int lastSaveTime);
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};
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// FIXME: HACK for MidiEmu & error()
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extern Engine *g_engine;
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#endif
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