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