2009-05-26 14:22:57 +00:00
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/* Residual - A 3D game interpreter
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2009-05-07 19:06:31 +00:00
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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2009-05-27 13:28:49 +00:00
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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2009-10-04 10:58:28 +00:00
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2009-05-27 13:28:49 +00:00
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* This program is distributed in the hope that it will be useful,
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2009-05-07 19:06:31 +00:00
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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2009-05-27 13:28:49 +00:00
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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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2009-10-04 10:58:28 +00:00
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2009-05-27 13:28:49 +00:00
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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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-05-07 19:06:31 +00:00
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef COMMON_SYSTEM_H
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#define COMMON_SYSTEM_H
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#include "common/sys.h"
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#include "common/noncopyable.h"
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#include "common/rect.h"
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2009-06-18 11:52:26 +00:00
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#include "graphics/pixelformat.h"
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2009-08-23 10:51:20 +00:00
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typedef uint16 OverlayColor;
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2009-05-07 19:06:31 +00:00
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namespace Audio {
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class Mixer;
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}
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namespace Graphics {
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struct Surface;
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}
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namespace Common {
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struct Event;
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class EventManager;
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class SaveFileManager;
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class SearchSet;
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class TimerManager;
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class SeekableReadStream;
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class WriteStream;
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2009-10-04 10:58:28 +00:00
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class HardwareKeySet;
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2009-05-07 19:06:31 +00:00
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}
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class FilesystemFactory;
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/**
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* Interface for Residual backends.
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*/
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class OSystem : Common::NonCopyable {
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protected:
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OSystem();
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virtual ~OSystem();
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public:
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/**
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* The following method is called once, from main.cpp, after all
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* config data (including command line params etc.) are fully loaded.
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*
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* @note Subclasses should always invoke the implementation of their
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* parent class. They should do so near the end of their own
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* implementation.
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*/
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virtual void initBackend() { }
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/**
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* Allows the backend to perform engine specific init.
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* Called just before the engine is run.
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*/
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virtual void engineInit() { }
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/**
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* Allows the backend to perform engine specific de-init.
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* Called after the engine finishes.
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*/
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virtual void engineDone() { }
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/** @name Feature flags */
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//@{
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/**
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* A feature in this context means an ability of the backend which can be
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* either on or off. Examples include:
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* - fullscreen mode
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2009-10-04 10:58:28 +00:00
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* - aspect ration correction
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* - a virtual keyboard for text entry (on PDAs)
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2009-05-07 19:06:31 +00:00
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*/
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enum Feature {
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/**
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* If your backend supports both a windowed and a fullscreen mode,
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* then this feature flag can be used to switch between the two.
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*/
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kFeatureFullscreenMode,
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2009-10-04 10:58:28 +00:00
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/**
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* Control aspect ratio correction. Aspect ratio correction is used to
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* correct games running at 320x200 (i.e with an aspect ratio of 8:5),
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* but which on their original hardware were displayed with the
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* standard 4:3 ratio (that is, the original graphics used non-square
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* pixels). When the backend support this, then games running at
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* 320x200 pixels should be scaled up to 320x240 pixels. For all other
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* resolutions, ignore this feature flag.
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* @note You can find utility functions in common/scaler.h which can
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* be used to implement aspect ratio correction. In particular,
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* stretch200To240() can stretch a rect, including (very fast)
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* interpolation, and works in-place.
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*/
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kFeatureAspectRatioCorrection,
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/**
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* Determine whether a virtual keyboard is too be shown or not.
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* This would mostly be implemented by backends for hand held devices,
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* like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc.
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*/
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kFeatureVirtualKeyboard,
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2009-05-07 19:06:31 +00:00
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kFeatureIconifyWindow,
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2009-10-04 10:58:28 +00:00
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kFeatureOpenGL,
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/**
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* This feature, set to true, is a hint toward the backend to disable all
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* key filtering/mapping, in cases where it would be beneficial to do so.
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* As an example case, this is used in the agi engine's predictive dialog.
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* When the dialog is displayed this feature is set so that backends with
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* phone-like keypad temporarily unmap all user actions which leads to
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* comfortable word entry. Conversely, when the dialog exits the feature
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* is set to false.
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* TODO: Fingolfin suggests that the way the feature is used can be
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* generalized in this sense: Have a keyboard mapping feature, which the
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* engine queries for to assign keys to actions ("Here's my default key
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* map for these actions, what do you want them set to?").
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*/
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kFeatureDisableKeyFiltering
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2009-05-07 19:06:31 +00:00
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};
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/**
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* Determine whether the backend supports the specified feature.
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*/
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virtual bool hasFeature(Feature f) { return false; }
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/**
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* En-/disable the specified feature. For example, this may be used to
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* enable fullscreen mode, or to deactivate aspect correction, etc.
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*/
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virtual void setFeatureState(Feature f, bool enable) {}
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/**
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* Query the state of the specified feature. For example, test whether
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* fullscreen mode is active or not.
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*/
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virtual bool getFeatureState(Feature f) { return false; }
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//@}
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/**
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* @name Graphics
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*
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* The way graphics work in the class OSystem are meant to make
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* it possible for game frontends to implement all they need in
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* an efficient manner. The downside of this is that it may be
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* rather complicated for backend authors to fully understand and
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* implement the semantics of the OSystem interface.
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*/
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//@{
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2009-10-04 10:58:28 +00:00
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/**
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* Set the size of the launcher virtual screen.
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*
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* @param width the new virtual screen width
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* @param height the new virtual screen height
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*/
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virtual void launcherInitSize(uint width, uint height) = 0;
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2009-05-07 19:06:31 +00:00
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/**
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* Set the size of the screen.
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2009-10-04 10:58:28 +00:00
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2009-05-07 19:06:31 +00:00
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*
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* @param width the new screen width
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* @param height the new screen height
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* @param fullscreen the new screen will be displayed in fullscreeen mode
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*/
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virtual byte *setupScreen(int screenW, int screenH, bool fullscreen, bool accel3d) = 0;
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2009-10-04 10:58:28 +00:00
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int getScreenChangeID() const { return 0; }
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/**
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* Returns the currently set virtual screen height.
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* @see initSize
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* @return the currently set virtual screen height
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*/
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virtual int16 getHeight() = 0;
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/**
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* Returns the currently set virtual screen width.
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* @see initSize
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* @return the currently set virtual screen width
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*/
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virtual int16 getWidth() = 0;
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2009-05-07 19:06:31 +00:00
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/**
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* Flush the whole screen, that is render the current content of the screen
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* framebuffer to the display.
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*
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*/
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virtual void updateScreen() = 0;
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2009-08-23 10:51:20 +00:00
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//@}
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/**
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* @name Overlay
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* In order to be able to display dialogs atop the game graphics, backends
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* must provide an overlay mode.
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*
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*/
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//@{
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/** Activate the overlay mode. */
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virtual void showOverlay() = 0;
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/** Deactivate the overlay mode. */
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virtual void hideOverlay() = 0;
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/**
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* Returns the pixel format description of the overlay.
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* @see Graphics::PixelFormat
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*/
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virtual Graphics::PixelFormat getOverlayFormat() const = 0;
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/**
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* Reset the overlay.
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*
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* After calling this method while the overlay mode is active, the user
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* should be seeing only the game graphics. How this is achieved depends
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* on how the backend implements the overlay. Either it sets all pixels of
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* the overlay to be transparent (when alpha blending is used).
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*/
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virtual void clearOverlay() = 0;
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/**
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* Copy the content of the overlay into a buffer provided by the caller.
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*/
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virtual void grabOverlay(OverlayColor *buf, int pitch) = 0;
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/**
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* Blit a graphics buffer to the overlay.
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* In a sense, this is the reverse of grabOverlay.
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*
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* @note The pitch parameter actually contains the 'pixel pitch', i.e.,
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* the number of pixels per scanline, and not as usual the number of bytes
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* per scanline.
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*
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* @todo Change 'pitch' to be byte and not pixel based
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*
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* @param buf the buffer containing the graphics data source
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* @param pitch the pixel pitch of the buffer (number of pixels in a scanline)
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* @param x the x coordinate of the destination rectangle
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* @param y the y coordinate of the destination rectangle
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* @param w the width of the destination rectangle
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* @param h the height of the destination rectangle
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*
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* @see copyRectToScreen
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* @see grabOverlay
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*/
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virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) = 0;
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/**
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* Return the height of the overlay.
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* @see getHeight
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*/
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virtual int16 getOverlayHeight() = 0;
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/**
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* Return the width of the overlay.
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* @see getWidth
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*/
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virtual int16 getOverlayWidth() = 0;
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2009-05-07 19:06:31 +00:00
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//@}
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2009-10-04 10:58:28 +00:00
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/** @name Mouse
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* This is the lower level implementation as provided by the
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* backends. The engines should use the Graphics::CursorManager
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* class instead of using it directly.
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*/
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2009-05-07 19:06:31 +00:00
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//@{
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2009-06-18 11:52:26 +00:00
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/** Show or hide the mouse cursor. */
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virtual bool showMouse(bool visible) = 0;
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2009-05-07 19:06:31 +00:00
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/**
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* Move ("warp") the mouse cursor to the specified position in virtual
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* screen coordinates.
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* @param x the new x position of the mouse
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* @param y the new y position of the mouse
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*/
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virtual void warpMouse(int x, int y) = 0;
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2009-10-04 10:58:28 +00:00
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/**
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* Set the bitmap used for drawing the cursor.
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*
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* @param buf the pixmap data to be used (8bit/pixel)
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* @param w width of the mouse cursor
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* @param h height of the mouse cursor
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* @param hotspotX horizontal offset from the left side to the hotspot
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* @param hotspotY vertical offset from the top side to the hotspot
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* @param keycolor transparency color index
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* @param cursorTargetScale scale factor which cursor is designed for
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*/
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virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor = 255, int cursorTargetScale = 1) = 0;
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2009-05-07 19:06:31 +00:00
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//@}
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/** @name Events and Time */
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//@{
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/** Get the number of milliseconds since the program was started. */
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virtual uint32 getMillis() = 0;
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/** Delay/sleep for the specified amount of milliseconds. */
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virtual void delayMillis(uint msecs) = 0;
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/**
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* Get the current time and date, in the local timezone.
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* Corresponds on many systems to the combination of time()
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* and localtime().
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*/
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virtual void getTimeAndDate(struct tm &t) const = 0;
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/**
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* Return the timer manager singleton. For more information, refer
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* to the TimerManager documentation.
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*/
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virtual Common::TimerManager *getTimerManager() = 0;
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/**
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* Return the event manager singleton. For more information, refer
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* to the EventManager documentation.
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*/
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virtual Common::EventManager *getEventManager() = 0;
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2009-10-04 10:58:28 +00:00
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/**
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* Register hardware keys with keymapper
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*
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* @return HardwareKeySet with all keys and recommended mappings
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*
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* See keymapper documentation for further reference.
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*/
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virtual Common::HardwareKeySet *getHardwareKeySet() { return 0; }
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2009-05-07 19:06:31 +00:00
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//@}
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/**
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* @name Mutex handling
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* Historically, the OSystem API used to have a method which allowed
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* creating threads. Hence mutex support was needed for thread syncing.
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* To ease portability, though, we decided to remove the threading API.
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* Instead, we now use timers (see setTimerCallback() and Common::Timer).
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* But since those may be implemented using threads (and in fact, that's
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* how our primary backend, the SDL one, does it on many systems), we
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* still have to do mutex syncing in our timer callbacks.
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* In addition, the sound mixer uses a mutex in case the backend runs it
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* from a dedicated thread (as e.g. the SDL backend does).
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*
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* Hence backends which do not use threads to implement the timers simply
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* can use dummy implementations for these methods.
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*/
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//@{
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typedef struct OpaqueMutex *MutexRef;
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/**
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* Create a new mutex.
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* @return the newly created mutex, or 0 if an error occured.
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*/
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virtual MutexRef createMutex() = 0;
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|
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/**
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|
|
* Lock the given mutex.
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|
*
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|
|
* @note ScummVM code assumes that the mutex implementation supports
|
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|
|
* recursive locking. That is, a thread may lock a mutex twice w/o
|
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|
|
* deadlocking. In case of a multilock, the mutex has to be unlocked
|
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|
|
* as many times as it was locked befored it really becomes unlocked.
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|
|
*
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* @param mutex the mutex to lock.
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|
|
*/
|
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|
|
virtual void lockMutex(MutexRef mutex) = 0;
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|
|
/**
|
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|
|
* Unlock the given mutex.
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|
|
* @param mutex the mutex to unlock.
|
|
|
|
*/
|
|
|
|
virtual void unlockMutex(MutexRef mutex) = 0;
|
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|
|
|
|
|
|
/**
|
|
|
|
* Delete the given mutex. Make sure the mutex is unlocked before you delete it.
|
|
|
|
* If you delete a locked mutex, the behavior is undefined, in particular, your
|
|
|
|
* program may crash.
|
|
|
|
* @param mutex the mutex to delete.
|
|
|
|
*/
|
|
|
|
virtual void deleteMutex(MutexRef mutex) = 0;
|
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|
|
|
|
|
|
//@}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/** @name Sound */
|
|
|
|
//@{
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Return the audio mixer. For more information, refer to the
|
|
|
|
* Audio::Mixer documentation.
|
|
|
|
*/
|
|
|
|
virtual Audio::Mixer *getMixer() = 0;
|
|
|
|
|
|
|
|
//@}
|
|
|
|
|
|
|
|
|
|
|
|
|
2009-06-18 11:52:26 +00:00
|
|
|
/**
|
|
|
|
* @name Audio CD
|
|
|
|
* The methods in this group deal with Audio CD playback.
|
|
|
|
* The default implementation simply does nothing.
|
|
|
|
* This is the lower level implementation as provided by the
|
|
|
|
* backends. The engines should use the Audio::AudioCDManager
|
|
|
|
* class instead of using it directly.
|
|
|
|
*/
|
|
|
|
//@{
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Initialise the specified CD drive for audio playback.
|
|
|
|
* @return true if the CD drive was inited succesfully
|
|
|
|
*/
|
|
|
|
virtual bool openCD(int drive);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Poll CD status.
|
|
|
|
* @return true if CD audio is playing
|
|
|
|
*/
|
|
|
|
virtual bool pollCD();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Start audio CD playback.
|
|
|
|
* @param track the track to play.
|
|
|
|
* @param num_loops how often playback should be repeated (-1 = infinitely often).
|
|
|
|
* @param start_frame the frame at which playback should start (75 frames = 1 second).
|
|
|
|
* @param duration the number of frames to play.
|
|
|
|
*/
|
|
|
|
virtual void playCD(int track, int num_loops, int start_frame, int duration) {}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Stop audio CD playback.
|
|
|
|
*/
|
|
|
|
virtual void stopCD() {}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Update cdrom audio status.
|
|
|
|
*/
|
|
|
|
virtual void updateCD() {}
|
|
|
|
|
|
|
|
//@}
|
|
|
|
|
|
|
|
|
|
|
|
|
2009-05-07 19:06:31 +00:00
|
|
|
/** @name Miscellaneous */
|
|
|
|
//@{
|
|
|
|
/** Quit (exit) the application. */
|
|
|
|
virtual void quit() = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set a window caption or any other comparable status display to the
|
|
|
|
* given value. The caption must be a pure ASCII string. Passing a
|
|
|
|
* non-ASCII string may lead to unexpected behavior, even crashes.
|
|
|
|
*
|
|
|
|
* In a future revision of this API, this may be changed to allowing
|
|
|
|
* UTF-8 or UTF-16 encoded data, or maybe ISO LATIN 1.
|
|
|
|
*
|
|
|
|
* @param caption the window caption to use, as an ASCII string
|
|
|
|
*/
|
|
|
|
virtual void setWindowCaption(const char *caption) {}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Return the SaveFileManager, used to store and load savestates
|
|
|
|
* and other modifiable persistent game data. For more information,
|
|
|
|
* refer to the SaveFileManager documentation.
|
|
|
|
*/
|
|
|
|
virtual Common::SaveFileManager *getSavefileManager() = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the FilesystemFactory object, depending on the current architecture.
|
|
|
|
*
|
|
|
|
* @return the FSNode factory for the current architecture
|
|
|
|
*/
|
|
|
|
virtual FilesystemFactory *getFilesystemFactory() = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add system specific Common::Archive objects to the given SearchSet.
|
|
|
|
* E.g. on Unix the dir corresponding to DATA_PATH (if set), or on
|
|
|
|
* Mac OS X the 'Resource' dir in the app bundle.
|
|
|
|
*
|
|
|
|
* @todo Come up with a better name. This one sucks.
|
|
|
|
*
|
|
|
|
* @param s the SearchSet to which the system specific dirs, if any, are added
|
|
|
|
* @param priority the priority with which those dirs are added
|
|
|
|
*/
|
|
|
|
virtual void addSysArchivesToSearchSet(Common::SearchSet &s, int priority = 0) {}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Open the default config file for reading, by returning a suitable
|
|
|
|
* ReadStream instance. It is the callers responsiblity to delete
|
|
|
|
* the stream after use.
|
|
|
|
*/
|
|
|
|
virtual Common::SeekableReadStream *createConfigReadStream() = 0;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Open the default config file for writing, by returning a suitable
|
|
|
|
* WriteStream instance. It is the callers responsiblity to delete
|
|
|
|
* the stream after use.
|
|
|
|
*
|
|
|
|
* May return 0 to indicate that writing to config file is not possible.
|
|
|
|
*/
|
|
|
|
virtual Common::WriteStream *createConfigWriteStream() = 0;
|
|
|
|
|
|
|
|
//@}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** The global OSystem instance. Initialised in main(). */
|
|
|
|
extern OSystem *g_system;
|
|
|
|
|
|
|
|
#endif
|