/* 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 3 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, see . * */ #ifndef AGS_AGS_H #define AGS_AGS_H #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/fs.h" #include "common/random.h" #include "common/hash-str.h" #include "common/util.h" #include "engines/engine.h" #include "engines/savestate.h" #include "graphics/surface.h" #include "ags/detection.h" #include "ags/shared/gfx/bitmap.h" #include "ags/lib/allegro/system.h" namespace AGS3 { class Globals; } namespace AGS { /** * @defgroup agsengine AGS Engine * @brief Engine to run Adventure Game Studio games. */ /* Synced up to upstream: --- * ---- */ #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 200 struct AGSGameDescription; struct PluginVersion; class EventsManager; class Music; struct PluginVersion { const char *_plugin; int _version; }; enum AGSSteamVersion { kAGSteam = 0, kWadjetEye = 1 }; enum AGSSpriteFontVersion { kAGSSpriteFont = 0, kClifftopGames = 1 }; class AGSEngine : public Engine { private: const AGSGameDescription *_gameDescription; Common::RandomSource _randomSource; public: EventsManager *_events; Music *_music; ::AGS3::GFX_DRIVER *_gfxDriver; ::AGS3::Globals *_globals; bool _forceTextAA; protected: // Engine APIs Common::Error run() override; public: AGSEngine(OSystem *syst, const AGSGameDescription *gameDesc); ~AGSEngine() override; void GUIError(const Common::String &msg); void set_window_title(const char *str) { // No implementation } uint32 getFeatures() const; const PluginVersion *getNeededPlugins() const; /** * Returns the game Id */ Common::String getGameId() const; /** * Returns the current list of savegames */ SaveStateList listSaves() const; /** * Gets a random number */ uint32 getRandomNumber(uint maxNum) { return _randomSource.getRandomNumber(maxNum); } /** * Sets the random number seed */ void setRandomNumberSeed(uint32 seed) { _randomSource.setSeed(seed); } /** * Returns a pixel format for the given color depth. */ bool getPixelFormat(int depth, Graphics::PixelFormat &format) const; /** * Sets up the graphics mode */ void setGraphicsMode(size_t w, size_t h, int depth); bool hasFeature(EngineFeature f) const override { return (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime) || (f == kSupportsReturnToLauncher); }; /** * Returns true if the selected game is an unsupported one * earlier than version 2.5 */ bool isUnsupportedPre25() const; /** * Returns true if the selected game is built with AGS4 */ bool isUnsupportedAGS4() const; /* * Returns true if the game has data files greater than 2Gb */ bool is64BitGame() const; /** * Returns the game folder as a ScummVM filesystem node */ Common::FSNode getGameFolder(); /** * Indicate whether a game state can be loaded. */ bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Indicate whether a game state can be saved. */ bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Load a savegame */ Common::Error loadGameState(int slot) override; /** * Save a savegame */ Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; /** * Returns autosave slot (-1 if unavailable) */ int getAutosaveSlot() const override; /** * Synchronize user volume settings */ void syncSoundSettings() override; }; extern AGSEngine *g_vm; #define gfx_driver ::AGS::g_vm->_gfxDriver #define SHOULD_QUIT ::AGS::g_vm->shouldQuit() } // namespace AGS #endif