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/* 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_GAME_SETTINGS_H
#define WINTERMUTE_BASE_GAME_SETTINGS_H
#include "common/str.h"
namespace Wintermute {
class BaseStringTable;
class BaseGame;
class BaseGameSettings {
public:
const char *getGameFile() const { return (_gameFile ? _gameFile : "default.game"); }
int getResWidth() const { return _resWidth; }
int getResHeight() const { return _resHeight; }
BaseGameSettings(BaseGame *gameRef);
~BaseGameSettings();
bool loadSettings(const char *filename);
bool loadStringTable(const char *filename, bool clearOld);
void expandStringByStringTable(char **str) const;
char *getKeyFromStringTable(const char *str) const;
private:
char *_gameFile;
int _resWidth;
int _resHeight;
BaseStringTable *_stringTable;
// Not ever used:
int _TLMode;
bool _compressedSavegames;
Common::String _savedGameExt;
bool _requireAcceleration;
bool _allowWindowed;
bool _allowAdvanced;
bool _allowAccessTab;
bool _allowAboutTab;
bool _requireSound;
bool _allowDesktopRes;
// TODO: This can probably be removed completely:
bool _richSavedGames;
};
} // End of namespace Wintermute
#endif
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