149 lines
4.1 KiB
C++
149 lines
4.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef STARK_SERVICES_SETTINGS_H
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#define STARK_SERVICES_SETTINGS_H
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#include "common/config-manager.h"
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#include "common/language.h"
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#include "common/ustr.h"
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#include "engines/stark/gfx/bitmap.h"
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#include "engines/stark/services/services.h"
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struct ADGameDescription;
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namespace Audio {
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class Mixer;
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}
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namespace Stark {
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/**
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* Settings services.
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*
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* Maintains the settings of the game.
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*/
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class Settings {
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public:
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enum BoolSettingIndex {
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kHighModel,
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kSubtitle,
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kSpecialFX,
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kShadow,
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kHighFMV,
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kTimeSkip
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};
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enum IntSettingIndex {
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kVoice,
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kMusic,
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kSfx,
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kSaveLoadPage
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};
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Settings(Audio::Mixer *mixer, const ADGameDescription *gd);
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~Settings() {}
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/**
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* Is this a demo version of the game?
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*
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* This is true either for 4-CD or 2-CD style demos
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*/
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bool isDemo() const {
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return _isDemo;
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}
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/** Get the settings value */
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bool getBoolSetting(BoolSettingIndex index) { return ConfMan.getBool(_boolKey[index]); }
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int getIntSetting(IntSettingIndex index) { return ConfMan.getInt(_intKey[index]); }
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/** Flip the boolean settings */
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void flipSetting(BoolSettingIndex index) {
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ConfMan.setBool(_boolKey[index], !getBoolSetting(index));
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}
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/** Set the integer settings */
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void setIntSetting(IntSettingIndex index, int value);
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/** Check whether low-resolution fmv is available */
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bool hasLowResFMV() { return _hasLowRes; }
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/** Enable the book of secrets */
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void enableBookOfSecrets() {
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ConfMan.setBool("xoBfOsterceS", true);
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ConfMan.flushToDisk();
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}
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/** Check whether the book of secrets is enabled */
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bool hasBookOfSecrets() { return ConfMan.hasKey("xoBfOsterceS"); }
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/** Should the game try to load external replacement assets? */
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bool isAssetsModEnabled() const;
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/**
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* Should the engine apply alpha pre-multiplication when loading replacement PNGs
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*
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* When rendering, bitmaps are expected to be in pre-multiplied alpha format.
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* It's best to have the PNGs in that format on file to speed up loading by removing
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* the need to convert them. However this option enables the conversion when loading
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* the files to they can be stored with regular alpha transparency for convenience
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* when testing.
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*/
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bool shouldPreMultiplyReplacementPNGs() const;
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/** Should linear filtering be used when sampling the background image bitmaps? */
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Gfx::Bitmap::SamplingFilter getImageSamplingFilter() const;
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/** The codepage text is encoded in or this version of the game */
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Common::CodePage getTextCodePage() const;
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/** Should TrueType fonts be rendered with anti-aliasing? */
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bool isFontAntialiasingEnabled() const;
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/**
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* Should the font settings from 'gui.ini' be ignored.
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*
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* Some versions of the game, especially the GOG.com version have a version of 'gui.ini'
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* that causes poor visuals. We just ignore the settings from the game and use the
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* default values from ScummVM.
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*/
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bool shouldIgnoreFontSettings() const;
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/**
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* Return the game language (which is currently initialized with the Advanced Detector description language field value)
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*/
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Common::Language getLanguage() const;
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private:
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Audio::Mixer *_mixer;
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bool _hasLowRes;
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const bool _isDemo;
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const Common::Language _language;
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const char *_boolKey[6];
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const char *_intKey[4];
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};
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} // End of namespace Stark
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#endif // STARK_SERVICES_SETTINGS_H
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