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Refactor the existing CGA rendering code to make it compatible with HGA rendering. The main changes include the introduction of engine variables and a move away from macros.
102 lines
2.7 KiB
C++
102 lines
2.7 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef CHAMBER_H
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#define CHAMBER_H
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#define RUNCOMMAND_RESTART 1337
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#include "common/random.h"
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#include "common/serializer.h"
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#include "common/rendermode.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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namespace Audio {
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class SoundHandle;
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class PCSpeaker;
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}
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struct ADGameDescription;
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namespace Chamber {
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class ChamberEngine : public Engine {
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private:
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// We need random numbers
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Common::RandomSource *_rnd;
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public:
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ChamberEngine(OSystem *syst, const ADGameDescription *desc);
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~ChamberEngine();
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Common::Language getLanguage() const;
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Common::Error run() override;
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Common::Error init();
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Common::Error execute();
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bool hasFeature(EngineFeature f) const override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override { return true; }
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override { return true; }
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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void syncGameStream(Common::Serializer &s);
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byte readKeyboardChar();
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void initSound();
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void deinitSound();
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public:
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bool _shouldQuit;
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bool _shouldRestart;
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bool _prioritycommand_1;
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bool _prioritycommand_2;
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Common::RenderMode _videoMode;
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byte *_pxiData;
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uint16 _screenW; ///< Screen Width
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uint16 _screenH; ///< Screen Height
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uint8 _screenBits; ///< Bits per pixel
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uint16 _line_offset; ///< Memory offset of blanks
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uint16 _line_offset2; ///< Memory offset of blanks
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uint8 _screenPPB; ///< Pixels per byte
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uint16 _screenBPL; ///< Bytes per line
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uint8 _fontHeight; ///< Font height
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uint8 _fontWidth; ///< Font height
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Audio::PCSpeaker *_speakerStream;
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Audio::SoundHandle *_speakerHandle;
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private:
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const ADGameDescription *_gameDescription;
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};
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void init(void);
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extern ChamberEngine *g_vm;
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} // End of namespace Chamber
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#endif
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