/* 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 MUTATIONOFJB_MUTATIONOFJB_H #define MUTATIONOFJB_MUTATIONOFJB_H #include "engines/engine.h" #include "mutationofjb/script.h" struct ADGameDescription; namespace Common { struct Event; class Serializer; } namespace Graphics { class Screen; } namespace MutationOfJB { class Console; class Game; class GuiScreen; struct SaveHeader { bool sync(Common::Serializer &sz); Common::String _description; }; class MutationOfJBEngine : public Engine { public: enum CursorState { CURSOR_OFF, CURSOR_IDLE, CURSOR_ACTIVE }; MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc); ~MutationOfJBEngine(); virtual Common::Error run(); Graphics::Screen *getScreen() const; Game &getGame(); void setCursorState(CursorState cursorState); virtual bool hasFeature(EngineFeature f) const override; virtual bool canLoadGameStateCurrently() override; virtual Common::Error loadGameState(int slot) override; virtual bool canSaveGameStateCurrently() override; virtual Common::Error saveGameState(int slot, const Common::String &desc) override; const ADGameDescription *getGameDescription() const; private: bool loadGameData(bool partB); void setupCursor(); void updateCursorPalette(); const ADGameDescription *_gameDesc; Console *_console; Graphics::Screen *_screen; Game *_game; uint8 _mapObjectId; CursorState _cursorState; GuiScreen *_currentScreen; }; } #endif