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dfe465e26b
I aped what has been done with AGS: in engines/agi/detection.cpp, adding a struct that includes ADGameDescription at the beginning. This is also recommended in advancedDetector.h
79 lines
2.5 KiB
C++
79 lines
2.5 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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*/
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#ifndef WINTERMUTE_H
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#define WINTERMUTE_H
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#include "engines/engine.h"
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#include "engines/advancedDetector.h"
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#include "gui/debugger.h"
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#include "engines/wintermute/game_description.h"
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namespace Wintermute {
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class Console;
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class BaseGame;
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class SystemClassRegistry;
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// our engine debug channels
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enum {
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kWintermuteDebugLog = 1 << 0, // The debug-logs from the original engine
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kWintermuteDebugSaveGame = 1 << 1,
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kWintermuteDebugFont = 1 << 2, // next new channel must be 1 << 2 (4)
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kWintermuteDebugFileAccess = 1 << 3, // the current limitation is 32 debug channels (1 << 31 is the last one)
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kWintermuteDebugAudio = 1 << 4,
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kWintermuteDebugGeneral = 1 << 5
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};
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class WintermuteEngine : public Engine {
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public:
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WintermuteEngine(OSystem *syst, const WMEGameDescription *desc);
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WintermuteEngine();
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~WintermuteEngine();
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virtual GUI::Debugger *getDebugger() { return _debugger; }
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void trigDebugger() { _trigDebug = true; }
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; }
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virtual Common::Error loadGameState(int slot);
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virtual bool canLoadGameStateCurrently();
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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virtual bool canSaveGameStateCurrently();
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// For detection-purposes:
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static bool getGameInfo(const Common::FSList &fslist, Common::String &name, Common::String &caption);
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private:
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bool _trigDebug;
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int init();
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void deinit();
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int messageLoop();
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GUI::Debugger *_debugger;
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BaseGame *_game;
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const WMEGameDescription *_gameDescription;
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friend class Console;
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};
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} // End of namespace Wintermute
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#endif
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