/* 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_ENGINE_MAIN_ENGINE_H #define AGS_ENGINE_MAIN_ENGINE_H #include "ags/shared/util/ini_util.h" namespace AGS3 { const char *get_engine_name(); const char *get_engine_version(); AGS::Shared::String get_engine_version_and_build(); void show_preload(); void engine_init_game_settings(); int initialize_engine(const AGS::Shared::ConfigTree &startup_opts); struct DisplayModeSetup; // Try to set new graphics mode deduced from given configuration; // if requested mode fails, tries to find any compatible mode close to the // requested one. bool engine_try_set_gfxmode_any(const DisplayModeSetup &setup); // Tries to switch between fullscreen and windowed mode; uses previously saved // setup if it is available, or default settings for the new mode bool engine_try_switch_windowed_gfxmode(); // Update graphic renderer and render frame when window size changes void engine_on_window_changed(const Size &sz); // Shutdown graphics mode (used before shutting down tha application) void engine_shutdown_gfxmode(); using AGS::Shared::String; // Defines a package file location struct PackLocation { String Name; // filename, for the reference or to use as an ID String Path; // full path }; // Game resource paths // TODO: the asset path configuration should certainly be revamped at some // point, with uniform method of configuring auxiliary paths and packages. struct ResourcePaths { PackLocation GamePak; // main game package PackLocation AudioPak; // audio package PackLocation SpeechPak; // voice-over package String DataDir; // path to the data directory bool VoiceAvail = false; // tells whether voice files available in either location // NOTE: optional directories are currently only for compatibility with Editor (game test runs) // This is bit ugly, but remain so until more flexible configuration is designed String DataDir2; // optional data directory String AudioDir2; // optional audio directory String VoiceDir2; // optional voice-over directory (base) String VoiceDirSub;// full voice-over directory with optional sub-dir }; // (Re-)Assign all known asset search paths to the AssetManager void engine_assign_assetpaths(); // Register a callback that will be called before engine is initialised. // Used for apps to register their own plugins and other configuration typedef void (*t_engine_pre_init_callback)(void); extern void engine_set_pre_init_callback(t_engine_pre_init_callback callback); } // namespace AGS3 #endif