/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef ENGINES_ENGINE_H #define ENGINES_ENGINE_H #include "common/scummsys.h" #include "common/str.h" #include "common/language.h" #include "common/platform.h" #include "common/queue.h" #include "common/singleton.h" class OSystem; namespace Audio { class Mixer; } namespace Common { class Error; class EventManager; class SaveFileManager; class TimerManager; class FSNode; } namespace GUI { class Debugger; class Dialog; } /** * Initializes graphics and shows error message. */ void GUIErrorMessage(const Common::String &msg); void GUIErrorMessageFormat(const char *fmt, ...) GCC_PRINTF(1, 2); class Engine { public: OSystem *_system; Audio::Mixer *_mixer; protected: Common::TimerManager *_timer; Common::EventManager *_eventMan; Common::SaveFileManager *_saveFileMan; GUI::Dialog *_mainMenuDialog; virtual int runDialog(GUI::Dialog &dialog); const Common::String _targetName; // target name for saves private: /** * The pause level, 0 means 'running', a positive value indicates * how often the engine has been paused (and hence how often it has * to be un-paused before it resumes running). This makes it possible * to nest code which pauses the engine. */ int _pauseLevel; /** * The time when the pause was started. */ uint32 _pauseStartTime; /** * The time when the engine was started. This value is used to calculate * the current play time of the game running. */ int32 _engineStartTime; /** * Save slot selected via global main menu. * This slot will be loaded after main menu execution (not from inside * the menu loop, to avoid bugs like #2822778). */ int _saveSlotToLoad; public: /** * A feature in this context means an ability of the engine which can be * either available or not. * @see Engine::hasFeature() */ enum EngineFeature { /** * Enables the subtitle speed and toggle items in the Options section * of the global main menu. */ kSupportsSubtitleOptions, /** * 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled * either directly, or indirectly (that is, the engine calls and honors * the result of the Engine::shouldQuit() method appropriately). */ kSupportsRTL, /** * Loading savestates during runtime is supported, that is, this engine * implements loadGameState() and canLoadGameStateCurrently(). * If this feature is supported, then the corresponding MetaEngine *must* * support the kSupportsListSaves feature. */ kSupportsLoadingDuringRuntime, /** * Loading savestates during runtime is supported, that is, this engine * implements saveGameState() and canSaveGameStateCurrently(). * If this feature is supported, then the corresponding MetaEngine *must* * support the kSupportsListSaves feature. */ kSupportsSavingDuringRuntime, /** * Engine must receive joystick events because the game uses them. * For engines which have not this feature, joystick events are converted * to mouse events. */ kSupportsJoystick }; /** @name Overloadable methods * * All Engine subclasses should consider overloading some or all of the following methods. */ //@{ Engine(OSystem *syst); virtual ~Engine(); /** * Init SearchMan according to the game path. * * By default it adds the directory in non-flat mode with a depth of 4 as * priority 0 to SearchMan. * * @param gamePath The base directory of the game data. */ virtual void initializePath(const Common::FSNode &gamePath); /** * Init the engine and start its main loop. * @return returns kNoError on success, else an error code. */ virtual Common::Error run() = 0; /** * Prepare an error string, which is printed by the error() function. */ virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size); /** * Return the engine's debugger instance, if any. Used by error() to * invoke the debugger when a severe error is reported. */ virtual GUI::Debugger *getDebugger() { return 0; } /** * Determine whether the engine supports the specified feature. */ virtual bool hasFeature(EngineFeature f) const { return false; } // virtual EnginePlugin *getMetaEnginePlugin() const; /** * Notify the engine that the sound settings in the config manager may have * changed and that it hence should adjust any internal volume etc. values * accordingly. * The default implementation sets the volume levels of all mixer sound * types according to the config entries of the active domain. * When overwriting, call the default implementation first, then adjust the * volumes further (if required). * * @note When setting volume levels, respect the "mute" config entry. * @note The volume for the plain sound type is reset to the maximum * volume. If the engine can associate its own value for this * type, it needs to overwrite this member and set it accordingly. * @todo find a better name for this */ virtual void syncSoundSettings(); /* * Initialize any engine-specific keymaps. */ virtual void initKeymap() {} /* * Cleanup any engine-specific keymaps. */ virtual void deinitKeymap(); /** * Flip mute all sound option. */ virtual void flipMute(); /** * Load a game state. * @param slot the slot from which a savestate should be loaded * @return returns kNoError on success, else an error code. */ virtual Common::Error loadGameState(int slot); /** * Sets the game slot for a savegame to be loaded after global * main menu execution. This is to avoid loading a savegame from * inside the menu loop which causes bugs like #2822778. * * @param slot the slot from which a savestate should be loaded. */ void setGameToLoadSlot(int slot); /** * Indicates whether a game state can be loaded. */ virtual bool canLoadGameStateCurrently(); /** * Save a game state. * @param slot the slot into which the savestate should be stored * @param desc a description for the savestate, entered by the user * @return returns kNoError on success, else an error code. */ virtual Common::Error saveGameState(int slot, const Common::String &desc); /** * Indicates whether a game state can be saved. */ virtual bool canSaveGameStateCurrently(); protected: /** * Actual implementation of pauseEngine by subclasses. See there * for details. */ virtual void pauseEngineIntern(bool pause); //@} public: /** * Request the engine to quit. Sends a EVENT_QUIT event to the Event * Manager. */ static void quitGame(); /** * Return whether the ENGINE should quit respectively should return to the * launcher. */ static bool shouldQuit(); /** * Pause or resume the engine. This should stop/resume any audio playback * and other stuff. Called right before the system runs a global dialog * (like a global pause, main menu, options or 'confirm exit' dialog). * * This is a convenience tracker which automatically keeps track on how * often the engine has been paused, ensuring that after pausing an engine * e.g. twice, it has to be unpaused twice before actuallying resuming. * * @param pause true to pause the engine, false to resume it */ void pauseEngine(bool pause); /** * Return whether the engine is currently paused or not. */ bool isPaused() const { return _pauseLevel != 0; } /** * Run the Global Main Menu Dialog */ void openMainMenuDialog(); /** * Display a warning to the user that the game is not fully supported. * * @return true if the user chose to start anyway, false otherwise */ static bool warnUserAboutUnsupportedGame(); /** * Get the total play time. * * @return How long the player has been playing in ms. */ uint32 getTotalPlayTime() const; /** * Set the game time counter to the specified time. * * This can be used to set the play time counter after loading a savegame * for example. Another use case is in case the engine wants to exclude * time from the counter the user spent in original engine dialogs. * * @param time Play time to set up in ms. */ void setTotalPlayTime(uint32 time = 0); inline Common::TimerManager *getTimerManager() { return _timer; } inline Common::EventManager *getEventManager() { return _eventMan; } inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; } public: /** On some systems, check if the game appears to be run from CD. */ void checkCD(); protected: /** * Indicate whether an autosave should be performed. */ bool shouldPerformAutoSave(int lastSaveTime); }; // Chained games /** * Singleton class which manages chained games. A chained game is one that * starts automatically, optionally loading a saved game, instead of returning * to the launcher. */ class ChainedGamesManager : public Common::Singleton { private: struct Game { Common::String target; int slot; }; Common::Queue _chainedGames; public: ChainedGamesManager(); void clear(); void push(const Common::String target, const int slot = -1); bool pop(Common::String &target, int &slot); }; /** Convenience shortcut for accessing the chained games manager. */ #define ChainedGamesMan ChainedGamesManager::instance() // FIXME: HACK for MidiEmu & error() extern Engine *g_engine; #endif