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-rw-r--r--engines/glk/agt/agt.h55
1 files changed, 53 insertions, 2 deletions
diff --git a/engines/glk/agt/agt.h b/engines/glk/agt/agt.h
index 1f23b2bbff..cf70c3917a 100644
--- a/engines/glk/agt/agt.h
+++ b/engines/glk/agt/agt.h
@@ -31,14 +31,65 @@
namespace Glk {
namespace AGT {
+enum DelayMode {
+ DELAY_FULL, DELAY_SHORT, DELAY_OFF
+};
+
+enum FontMode {
+ FONT_AUTOMATIC, FONT_FIXED_WIDTH, FONT_PROPORTIONAL, FONT_DEBUG
+};
/**
* AGT Adams game interpreter
*/
class AGT : public GlkAPI {
public:
- const char *gagt_gamefile = NULL; /* Name of game file. */
- const char *gagt_game_message = NULL; /* Error message. */
+ const char *gagt_gamefile; /* Name of game file. */
+ const char *gagt_game_message; /* Error message. */
+ DelayMode gagt_delay_mode;
+
+ /**
+ * We use two Glk windows; one is two lines at the top of the display area
+ * for status, and the other is the remainder of the display area, used for,
+ * well, everything else. Where a particular Glk implementation won't do
+ * more than one window, the status window remains NULL.
+ */
+ winid_t gagt_main_window, gagt_status_window;
+
+ /**
+ * Transcript stream and input log. These are NULL if there is no current
+ * collection of these strings.
+ */
+ strid_t gagt_transcript_stream, gagt_inputlog_stream;
+
+ /**
+ * Input read log stream, for reading back an input log
+ */
+ strid_t gagt_readlog_stream;
+
+ /* Options that may be turned off or set by command line flags. */
+ FontMode gagt_font_mode = FONT_AUTOMATIC;
+ bool gagt_replacement_enabled, gagt_extended_status_enabled,
+ gagt_abbreviations_enabled, gagt_commands_enabled;
+
+ /**
+ * Flag to set if we want to test for a clean exit. Without this it's a
+ * touch tricky sometimes to corner AGiliTy into calling exit() for us; it
+ * tends to require a broken game file.
+ */
+ bool gagt_clean_exit_test;
+
+
+private:
+ /**
+ * Handles initialization
+ */
+ void initialize();
+
+ /**
+ * Handles flag setup from configuration
+ */
+ void initializeSettings();
public:
/**
* Constructor