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118 lines
3.0 KiB
C++
118 lines
3.0 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 AGI_PREAGI_H
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#define AGI_PREAGI_H
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#include "agi/agi.h"
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#include "audio/softsynth/pcspk.h"
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namespace Agi {
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// default attributes
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#define IDA_DEFAULT 0x0F
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#define IDA_DEFAULT_REV 0xF0
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#define IDI_SND_OSCILLATOR_FREQUENCY 1193180
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#define IDI_SND_TIMER_RESOLUTION 0.0182
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#define kColorDefault 0x1337
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#define IDI_MAX_ROW_PIC 20
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enum SelectionTypes {
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kSelYesNo,
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kSelNumber,
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kSelSpace,
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kSelAnyKey,
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kSelBackspace
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};
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class PreAgiEngine : public AgiBase {
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int _gameId;
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protected:
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void initialize();
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void pollTimer() {}
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int getKeypress() { return 0; }
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bool isKeypress() { return false; }
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void clearKeyQueue() {}
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PreAgiEngine(OSystem *syst, const AGIGameDescription *gameDesc);
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virtual ~PreAgiEngine();
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int getGameId() {
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return _gameId;
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}
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PictureMgr *_picture;
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void clearImageStack() {}
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void recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
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int16 p4, int16 p5, int16 p6, int16 p7) {}
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void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
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int16 p4, int16 p5, int16 p6, int16 p7) {}
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void releaseImageStack() {}
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int saveGame(const Common::String &fileName, const Common::String &saveName) { return -1; }
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int loadGame(const Common::String &fileName, bool checkId = true) { return -1; }
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// Game
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Common::String getTargetName() { return _targetName; }
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// Screen
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void clearScreen(int attr, bool overrideDefault = true);
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void clearGfxScreen(int attr);
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void setDefaultTextColor(int attr) { _defaultColor = attr; }
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// Keyboard
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int getSelection(SelectionTypes type);
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int rnd(int hi);
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// Text
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void drawStr(int row, int col, int attr, const char *buffer);
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void drawStrMiddle(int row, int attr, const char *buffer);
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void clearTextArea();
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void clearRow(int row);
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void XOR80(char *buffer);
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void printStr(const char *szMsg);
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void printStrXOR(char *szMsg);
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// Saved Games
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Common::SaveFileManager* getSaveFileMan() { return _saveFileMan; }
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void playNote(int16 frequency, int32 length);
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void waitForTimer(int msec_delay);
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private:
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int _defaultColor;
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Audio::PCSpeaker *_speakerStream;
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Audio::SoundHandle _speakerHandle;
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};
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} // End of namespace Agi
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#endif
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