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/* 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 2
 * 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
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/engine.h $
 * $Id: engine.h 30944 2008-02-23 22:50:18Z sev $


#include "common/scummsys.h"
#include "common/str.h"

class OSystem;
namespace Audio {
      class Mixer;
namespace Common {
      class EventManager;
      class SaveFileManager;
      class TimerManager;
namespace GUI {
      class Debugger;

class Engine {
      OSystem *_system;
      Audio::Mixer *_mixer;
      Common::TimerManager * _timer;

      Common::EventManager *_eventMan;
      Common::SaveFileManager *_saveFileMan;

      const Common::String _targetName; // target name for saves
      const Common::String _gameDataPath;

       * The autosave interval, given in second. Used by shouldPerformAutoSave.
      int _autosavePeriod;

       * The pause level, 0 means 'running', a positive value indicates
       * how often the engine has been paused (and hence how often it has
       * to be un-paused before it resumes running). This makes it possible
       * to nest code which pauses the engine.
      int _pauseLevel;

      Engine(OSystem *syst);
      virtual ~Engine();

       * Init the engine.
       * @return 0 for success, else an error code.
      virtual int init() = 0;

       * Start the main engine loop.
       * The return value is not yet used, but could indicate whether the user
       * wants to return to the launch or to fully quit ScummVM.
       * @return a result code
      virtual int go() = 0;

      /** Specific for each engine: prepare error string. */
      virtual void errorString(const char *buf_input, char *buf_output);

       * Return the engine's debugger instance, if any. Used by error() to
       * invoke the debugger when a severe error is reported.
      virtual GUI::Debugger *getDebugger() { return 0; }

       * Pause or resume the engine. This should stop/resume any audio playback
       * and other stuff. Called right before the system runs a global dialog
       * (like a global pause, main menu, options or 'confirm exit' dialog).
       * This is a convenience tracker which automatically keeps track on how
       * often the engine has been paused, ensuring that after pausing an engine
       * e.g. twice, it has to be unpaused twice before actuallying resuming.
       * @param pause         true to pause the engine, false to resume it
      void pauseEngine(bool pause);

       * Return whether the engine is currently paused or not.
      bool isPaused() const { return _pauseLevel != 0; }


      /** Setup the backend's graphics mode. */
      void initCommonGFX(bool defaultTo1XScaler);

      /** On some systems, check if the game appears to be run from CD. */
      void checkCD();

      /** Indicate whether an autosave should be performed. */
      bool shouldPerformAutoSave(int lastSaveTime);

      /** Initialized graphics and shows error message. */
      void GUIErrorMessage(const Common::String msg);

       * Actual implementation of pauseEngine by subclasses. See there
       * for details.
      virtual void pauseEngineIntern(bool pause);

extern Engine *g_engine;


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