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a4ac8895da
This function is never called by itself. It is a helper function for renderImage().
126 lines
3.9 KiB
C++
126 lines
3.9 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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*
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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 SUPERNOVA_SUPERNOVA_H
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#define SUPERNOVA_SUPERNOVA_H
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#include "common/array.h"
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#include "common/events.h"
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#include "common/random.h"
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#include "common/scummsys.h"
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#include "engines/engine.h"
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#include "common/file.h"
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#include "common/memstream.h"
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#include "supernova/console.h"
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#include "supernova/graphics.h"
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#include "supernova/msn_def.h"
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#include "supernova/rooms.h"
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#include "supernova/sound.h"
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namespace Supernova {
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#define SAVEGAME_HEADER MKTAG('M','S','N','1')
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#define SAVEGAME_VERSION 8
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#define SUPERNOVA_DAT "supernova.dat"
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#define SUPERNOVA_DAT_VERSION 1
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class GuiElement;
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class ResourceManager;
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class Sound;
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class console;
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class GameManager;
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class Screen;
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class SupernovaEngine : public Engine {
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public:
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explicit SupernovaEngine(OSystem *syst);
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~SupernovaEngine();
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virtual Common::Error run();
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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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virtual bool hasFeature(EngineFeature f) const;
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virtual void pauseEngineIntern(bool pause);
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GameManager *_gm;
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Console *_console;
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Sound *_sound;
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ResourceManager *_resMan;
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Screen *_screen;
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bool _allowLoadGame;
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bool _allowSaveGame;
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Common::StringArray _gameStrings;
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Common::String _nullString;
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uint _delay;
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int _textSpeed;
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Common::Error loadGameStrings();
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void init();
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bool loadGame(int slot);
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bool saveGame(int slot, const Common::String &description);
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bool quitGameDialog();
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void errorTempSave(bool saving);
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void setTextSpeed();
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const Common::String &getGameString(int idx) const;
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void setGameString(int idx, const Common::String &string);
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// forwarding calls
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void playSound(AudioId sample);
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void playSound(MusicId index);
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void paletteFadeIn();
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void paletteFadeOut();
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void paletteBrightness();
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void renderImage(int section);
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bool setCurrentImage(int filenumber);
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void saveScreen(int x, int y, int width, int height);
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void saveScreen(const GuiElement &guiElement);
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void restoreScreen();
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void renderRoom(Room &room);
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void renderMessage(const char *text, MessagePosition position = kMessageNormal);
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void renderMessage(const Common::String &text, MessagePosition position = kMessageNormal);
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void renderMessage(StringId stringId, MessagePosition position = kMessageNormal,
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Common::String var1 = "", Common::String var2 = "");
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void removeMessage();
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void renderText(const uint16 character);
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void renderText(const char *text);
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void renderText(const Common::String &text);
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void renderText(StringId stringId);
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void renderText(const uint16 character, int x, int y, byte color);
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void renderText(const char *text, int x, int y, byte color);
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void renderText(const Common::String &text, int x, int y, byte color);
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void renderText(StringId stringId, int x, int y, byte color);
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void renderText(const GuiElement &guiElement);
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void renderBox(int x, int y, int width, int height, byte color);
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void renderBox(const GuiElement &guiElement);
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void setColor63(byte value);
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};
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}
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#endif
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