/* 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 WINTERMUTE_WINTERMUTE_H #define WINTERMUTE_WINTERMUTE_H #include "engines/engine.h" #include "gui/debugger.h" #include "common/fs.h" namespace Wintermute { class Console; class BaseGame; class SystemClassRegistry; class DebuggerController; struct WMEGameDescription; // our engine debug channels enum { kWintermuteDebugLog = 1 << 0, // The debug-logs from the original engine kWintermuteDebugSaveGame = 1 << 1, kWintermuteDebugFont = 1 << 2, // next new channel must be 1 << 2 (4) kWintermuteDebugFileAccess = 1 << 3, // the current limitation is 32 debug channels (1 << 31 is the last one) kWintermuteDebugAudio = 1 << 4, kWintermuteDebugGeneral = 1 << 5 }; enum WintermuteGameFeatures { /** A game with low-spec resources. */ GF_LOWSPEC_ASSETS = 1 << 0 }; class WintermuteEngine : public Engine { public: WintermuteEngine(OSystem *syst, const WMEGameDescription *desc); WintermuteEngine(); ~WintermuteEngine(); virtual Wintermute::Console *getConsole() { return _debugger; } void trigDebugger() { _trigDebug = true; } virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; } virtual Common::Error loadGameState(int slot); virtual bool canLoadGameStateCurrently(); virtual Common::Error saveGameState(int slot, const Common::String &desc); virtual bool canSaveGameStateCurrently(); // For detection-purposes: static bool getGameInfo(const Common::FSList &fslist, Common::String &name, Common::String &caption); private: bool _trigDebug; int init(); void deinit(); int messageLoop(); Wintermute::Console *_debugger; BaseGame *_game; Wintermute::DebuggerController *_dbgController; const WMEGameDescription *_gameDescription; friend class Console; friend class DebuggerController; }; } // End of namespace Wintermute #endif