/* Residual - Virtual machine to run LucasArts' 3D adventure games * * Residual is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * 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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * 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. * * $URL$ * $Id$ */ #ifndef ENGINES_ENGINE_H #define ENGINES_ENGINE_H #include "common/sys.h" #include "common/error.h" #include "common/fs.h" #include "common/str.h" class OSystem; namespace Audio { class Mixer; } namespace Common { class EventManager; class SaveFileManager; class TimerManager; } class Engine { public: OSystem *_system; Audio::Mixer *_mixer; protected: Common::TimerManager *_timer; Common::EventManager *_eventMan; Common::SaveFileManager *_saveFileMan; const Common::String _targetName; // target name for saves const Common::FSNode _gameDataDir; // FIXME: Get rid of this private: /** * 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; public: /** * A feature in this context means an ability of the engine which can be * either available or not. * @see Engine::hasFeature() */ enum EngineFeature { /** * Enables the subtitle speed and toggle items in the Options section * of the global main menu. */ kSupportsSubtitleOptions, /** * 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled * either directly, or indirectly (that is, the engine calls and honors * the result of the Engine::shouldQuit() method appropriately). */ kSupportsRTL, /** * Loading savestates during runtime is supported, that is, this engine * implements loadGameState() and canLoadGameStateCurrently(). * If this feature is supported, then the corresponding MetaEngine *must* * support the kSupportsListSaves feature. */ kSupportsLoadingDuringRuntime, /** * Loading savestates during runtime is supported, that is, this engine * implements saveGameState() and canSaveGameStateCurrently(). * If this feature is supported, then the corresponding MetaEngine *must* * support the kSupportsListSaves feature. */ kSupportsSavingDuringRuntime }; /** @name Overloadable methods * * All Engine subclasses should consider overloading some or all of the following methods. */ //@{ Engine(OSystem *syst); virtual ~Engine(); /** * Init the engine and start its main loop. * @return returns kNoError on success, else an error code. */ virtual Common::Error run() = 0; /** * Determine whether the engine supports the specified feature. */ virtual bool hasFeature(EngineFeature f) const { return false; } // virtual EnginePlugin *getMetaEnginePlugin() const; /** * Notify the engine that the sound settings in the config manager may have * changed and that it hence should adjust any internal volume etc. values * accordingly. * @todo find a better name for this */ virtual void syncSoundSettings(); /** * Load a game state. * @param slot the slot from which a savestate should be loaded * @return returns kNoError on success, else an error code. */ virtual Common::Error loadGameState(int slot); /** * Indicates whether a game state can be loaded. */ virtual bool canLoadGameStateCurrently(); /** * Save a game state. * @param slot the slot into which the savestate should be stored * @param desc a description for the savestate, entered by the user * @return returns kNoError on success, else an error code. */ virtual Common::Error saveGameState(int slot, const char *desc); /** * Indicates whether a game state can be saved. */ virtual bool canSaveGameStateCurrently(); protected: /** * Actual implementation of pauseEngine by subclasses. See there * for details. */ virtual void pauseEngineIntern(bool pause); //@} public: /** * Request the engine to quit. Sends a EVENT_QUIT event to the Event * Manager. */ static void quitGame(); /** * 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; } public: protected: /** * Indicate whether an autosave should be performed. */ bool shouldPerformAutoSave(int lastSaveTime); }; #endif