/* 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. * * $URL$ * $Id$ */ #ifndef ENGINES_ENGINE_H #define ENGINES_ENGINE_H #include "common/scummsys.h" #include "common/fs.h" #include "common/str.h" class OSystem; namespace Audio { class Mixer; } namespace Common { class EventManager; class SaveFileManager; class TimerManager; } namespace GUI { class Debugger; class Dialog; } /** * Setup the backend's graphics mode. */ void initCommonGFX(bool defaultTo1XScaler); /** * Initialized graphics and shows error message. */ void GUIErrorMessage(const Common::String msg); class Engine { public: OSystem *_system; Audio::Mixer *_mixer; Common::TimerManager * _timer; protected: Common::EventManager *_eventMan; Common::SaveFileManager *_saveFileMan; GUI::Dialog *_mainMenuDialog; virtual int runDialog(GUI::Dialog &dialog); const Common::String _targetName; // target name for saves const Common::FSNode _gameDataDir; // FIXME: Get rid of this 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; public: /** @name Overloadable methods * * All Engine subclasses should consider overloading some or all of the following methods. */ //@{ Engine(OSystem *syst); virtual ~Engine(); /** * Init the engine. * @return 0 for success, else an error code. */ virtual int init() = 0; /** * Start the main engine loop. * The return value is not yet used, but could indicate whether the user * wants to return to the launch or to fully quit ScummVM. * @return 0 for success, else an error code. */ virtual int go() = 0; /** * Prepare an error string, which is printed by the error() function. */ virtual void errorString(const char *buf_input, char *buf_output); /** * 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; } /** * 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. * @todo find a better name for this */ virtual void syncSoundSettings(); 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. */ void quitGame(); /** * Return whether the ENGINE should quit respectively should return to the * launcher. */ bool shouldQuit() const; /** * 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(); /** * A feature in this context means an ability of the engine which can be * either available or not. */ enum EngineFeature { /** * 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled. */ kSupportsRTL }; /** * Determine whether the engine supports the specified feature. * * @todo Let this return false by default, or even turn it into a pure virtual method. */ bool hasFeature(EngineFeature f); 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); }; extern Engine *g_engine; #endif