56 lines
2.2 KiB
C++
56 lines
2.2 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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// Wrapper around script "System" struct, managing access to its variables.
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// ScriptSystem is a readable/writeable struct which had been exposed to
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// script in older versions of API (deprecated).
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// WARNING: it *MUST* keep its size exact to avoid breaking address offsets
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// when running old scripts. In case of emergency you may use its reserved
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// fields, but it's not recommended to do, as this struct is not a part of
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// the modern API anymore.
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#ifndef AGS_ENGINE_DYNOBJ_SCRIPT_SYSTEM_H
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#define AGS_ENGINE_DYNOBJ_SCRIPT_SYSTEM_H
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#include "ags/engine/ac/dynobj/cc_ags_dynamic_object.h"
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namespace AGS3 {
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struct ScriptSystem : AGSCCStaticObject {
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int width = 0; // game screen width
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int height = 0; // game screen height
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int coldepth = 0; // game's color depth, in bits per pixel (8, 16, 32)
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int os = 0; // operating system's code (see eScriptSystemOSID)
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int windowed = 0; // windowed/fullscreen flag
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int vsync = 0; // vertical sync flag
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int viewport_width = 0; // game viewport width (normal or letterboxed)
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int viewport_height = 0; // game viewport height (normal or letterboxed)
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char aci_version[10]{}; // engine version string (informational)
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int reserved[5]{}; // reserved fields
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int32_t ReadInt32(void *address, intptr_t offset) override;
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void WriteInt32(void *address, intptr_t offset, int32_t val) override;
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};
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} // namespace AGS3
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#endif
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