/* 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 MUTATIONOFJB_MUTATIONOFJB_H #define MUTATIONOFJB_MUTATIONOFJB_H #include "engines/engine.h" #include "mutationofjb/script.h" struct ADGameDescription; namespace Common { struct Event; class Serializer; } namespace Graphics { class Screen; } namespace MutationOfJB { class Console; class Game; class GuiScreen; struct SaveHeader { bool sync(Common::Serializer &sz); Common::String _description; }; class MutationOfJBEngine : public Engine { public: enum CursorState { CURSOR_OFF, CURSOR_IDLE, CURSOR_ACTIVE }; MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc); ~MutationOfJBEngine() override; Common::Error run() override; Graphics::Screen *getScreen() const; Game &getGame(); void setCursorState(CursorState cursorState); bool hasFeature(EngineFeature f) const override; bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; Common::Error loadGameState(int slot) override; bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; const ADGameDescription *getGameDescription() const; private: bool loadGameData(bool partB); void setupCursor(); void updateCursorPalette(); const ADGameDescription *_gameDesc; Graphics::Screen *_screen; Game *_game; uint8 _mapObjectId; CursorState _cursorState; GuiScreen *_currentScreen; }; } #endif