mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-06 09:48:39 +00:00
1880b37100
- Saved games now contain all metadata, including thumbnails, creation date and play time - Savesd games are now named buried.###, and they are compatible among all versions - Saved games are now sorted by slot, like in other engines, and are no longer sorted alphabetically as before - The engine checks on startup for saves using the original format and converts them to the new format, thus it's possible to import saved games from the original game - The currently selected item is now stored in the saved game, thus crashes that were related to loading a game with fewer items than the currently selected item no longer occur
85 lines
2.6 KiB
C++
85 lines
2.6 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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* Additional copyright for this file:
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* Copyright (C) 1995 Presto Studios, Inc.
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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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* 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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BURIED_FRAME_WINDOW_H
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#define BURIED_FRAME_WINDOW_H
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#include "buried/window.h"
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namespace Buried {
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class BuriedEngine;
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struct GlobalFlags;
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class FrameWindow : public Window {
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public:
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FrameWindow(BuriedEngine *vm);
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~FrameWindow();
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bool showTitleSequence();
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bool showMainMenu();
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bool returnToMainMenu();
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bool playMovie(const Common::String &background, const Common::String &movie, int movieLeft, int movieTop);
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bool showClosingScreen();
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bool showFeaturesScreen();
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bool startNewGame(bool walkthrough = false, bool introMovie = false);
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bool showDeathScene(int deathSceneIndex, GlobalFlags &globalFlags, Common::Array<int> itemArray);
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bool showCompletionScene(GlobalFlags &globalFlags);
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bool showCredits();
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bool showOverview();
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bool setTimerPause(bool pause);
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bool onEraseBackground();
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void onKeyDown(const Common::KeyState &key, uint flags);
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void onKeyUp(const Common::KeyState &key, uint flags);
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void onTimer(uint timer);
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void onKillFocus(Window *newWindow);
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void onSetFocus(Window *oldWindow);
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int getTransitionSpeed() const { return _transitionSpeed; }
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void setTransitionSpeed(int newSpeed);
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bool isFrameCyclingDefault() const { return _cycleDefault; }
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bool isFrameCachingAllowed() const { return _cacheFrames; }
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bool _reviewerMode;
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bool _controlDown;
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bool isGameInProgress() const { return _gameInProgress; }
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Window *getMainChildWindow() const { return _mainChildWindow; }
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void loadFromState(const Location &location, GlobalFlags &flags, Common::Array<int> inventoryItems);
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private:
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Window *_mainChildWindow;
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bool _cacheFrames;
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bool _cycleDefault;
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int _transitionSpeed;
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bool _gameInProgress;
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bool _atMainMenu;
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};
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} // End of namespace Buried
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#endif
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