/* 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 STARK_SERVICES_SETTINGS_H #define STARK_SERVICES_SETTINGS_H #include "common/config-manager.h" #include "common/language.h" #include "common/ustr.h" #include "engines/stark/gfx/bitmap.h" #include "engines/stark/services/services.h" struct ADGameDescription; namespace Audio { class Mixer; } namespace Stark { /** * Settings services. * * Maintains the settings of the game. */ class Settings { public: enum BoolSettingIndex { kHighModel, kSubtitle, kSpecialFX, kShadow, kHighFMV, kTimeSkip }; enum IntSettingIndex { kVoice, kMusic, kSfx, kSaveLoadPage }; Settings(Audio::Mixer *mixer, const ADGameDescription *gd); ~Settings() {} /** * Is this a demo version of the game? * * This is true either for 4-CD or 2-CD style demos */ bool isDemo() const { return _isDemo; } /** Get the settings value */ bool getBoolSetting(BoolSettingIndex index) { return ConfMan.getBool(_boolKey[index]); } int getIntSetting(IntSettingIndex index) { return ConfMan.getInt(_intKey[index]); } /** Flip the boolean settings */ void flipSetting(BoolSettingIndex index) { ConfMan.setBool(_boolKey[index], !getBoolSetting(index)); } /** Set the integer settings */ void setIntSetting(IntSettingIndex index, int value); /** Check whether low-resolution fmv is available */ bool hasLowResFMV() { return _hasLowRes; } /** Enable the book of secrets */ void enableBookOfSecrets() { ConfMan.setBool("xoBfOsterceS", true); ConfMan.flushToDisk(); } /** Check whether the book of secrets is enabled */ bool hasBookOfSecrets() { return ConfMan.hasKey("xoBfOsterceS"); } /** Should the game try to load external replacement assets? */ bool isAssetsModEnabled() const; /** * Should the engine apply alpha pre-multiplication when loading replacement PNGs * * When rendering, bitmaps are expected to be in pre-multiplied alpha format. * It's best to have the PNGs in that format on file to speed up loading by removing * the need to convert them. However this option enables the conversion when loading * the files to they can be stored with regular alpha transparency for convenience * when testing. */ bool shouldPreMultiplyReplacementPNGs() const; /** Should linear filtering be used when sampling the background image bitmaps? */ Gfx::Bitmap::SamplingFilter getImageSamplingFilter() const; /** The codepage text is encoded in or this version of the game */ Common::CodePage getTextCodePage() const; /** Should TrueType fonts be rendered with anti-aliasing? */ bool isFontAntialiasingEnabled() const; /** * Should the font settings from 'gui.ini' be ignored. * * Some versions of the game, especially the GOG.com version have a version of 'gui.ini' * that causes poor visuals. We just ignore the settings from the game and use the * default values from ScummVM. */ bool shouldIgnoreFontSettings() const; /** * Return the game language (which is currently initialized with the Advanced Detector description language field value) */ Common::Language getLanguage() const; private: Audio::Mixer *_mixer; bool _hasLowRes; const bool _isDemo; const Common::Language _language; const char *_boolKey[6]; const char *_intKey[4]; }; } // End of namespace Stark #endif // STARK_SERVICES_SETTINGS_H