/* 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 WINTERMUTE_WINTERMUTE_H #define WINTERMUTE_WINTERMUTE_H #include "engines/engine.h" #include "gui/debugger.h" #include "common/fs.h" #include "wintermute/detection.h" namespace Wintermute { class Console; class BaseGame; class SystemClassRegistry; class DebuggerController; const int INT_MAX_VALUE = 0x7fffffff; const int INT_MIN_VALUE = -INT_MAX_VALUE - 1; const uint UINT_MAX_VALUE = 0xffffffff; // our engine debug channels enum { kWintermuteDebugLog = 1, // The debug-logs from the original engine kWintermuteDebugSaveGame, kWintermuteDebugFont, // next new channel must be 1 << 2 (4) kWintermuteDebugFileAccess, // the current limitation is 32 debug channels (1 << 31 is the last one) kWintermuteDebugAudio, kWintermuteDebugGeneral, }; class WintermuteEngine : public Engine { public: WintermuteEngine(OSystem *syst, const WMEGameDescription *desc); ~WintermuteEngine() override; virtual Wintermute::Console *getConsole() { return _debugger; } Common::Error run() override; bool hasFeature(EngineFeature f) const override; Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; } Common::Error loadGameState(int slot) override; bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; bool canSaveAutosaveCurrently() override; void savingEnable(bool enable); // For detection-purposes: static bool getGameInfo(const Common::FSList &fslist, Common::String &name, Common::String &caption); private: int init(); void deinit(); int messageLoop(); Wintermute::Console *_debugger; BaseGame *_game; Wintermute::DebuggerController *_dbgController; const WMEGameDescription *_gameDescription; bool _savingEnabled{}; friend class Console; friend class DebuggerController; }; } // End of namespace Wintermute #endif