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2ac551aa28
This splits checking if save and load are enabled to the individual game classes.
68 lines
1.9 KiB
C++
68 lines
1.9 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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#ifndef TSAGE_RINGWORLD_DEMO_H
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#define TSAGE_RINGWORLD_DEMO_H
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#include "common/scummsys.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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namespace TsAGE {
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namespace Ringworld {
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using namespace TsAGE;
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class RingworldDemoGame: public Game {
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private:
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void pauseGame();
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public:
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virtual void start();
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virtual Scene *createScene(int sceneNumber);
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virtual void quitGame();
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virtual void processEvent(Event &event);
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virtual bool canSaveGameStateCurrently();
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virtual bool canLoadGameStateCurrently();
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};
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class RingworldDemoScene: public Scene {
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public:
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SequenceManager _sequenceManager;
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SceneObject _actor1, _actor2, _actor3;
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SceneObject _actor4, _actor5, _actor6;
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ASound _soundHandler;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void process(Event &event);
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virtual void signal();
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};
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} // End of namespace Ringworld
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} // End of namespace TsAGE
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#endif
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