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It appears that we never showed it, because it was shown only in the release builds, and in the release builds we were removing this flag. This change introduces new message inviting users to report bugs, it is shown always and could be disabled by the same "enable_unsupported_game_warning" scummvm.ini key
766 lines
19 KiB
C++
766 lines
19 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 ENGINES_ENGINE_H
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#define ENGINES_ENGINE_H
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#include "common/error.h"
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#include "common/scummsys.h"
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#include "common/str.h"
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#include "common/language.h"
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#include "common/platform.h"
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#include "common/queue.h"
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#include "common/singleton.h"
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#include "engines/enhancements.h"
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class OSystem;
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class MetaEngineDetection;
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class MetaEngine;
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namespace Audio {
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class Mixer;
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}
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namespace Common {
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class Error;
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class FSDirectory;
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class EventManager;
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class SaveFileManager;
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class TimerManager;
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class FSNode;
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class SeekableReadStream;
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class WriteStream;
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}
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namespace GUI {
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class Debugger;
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class Dialog;
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}
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/**
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* @defgroup engines_engine Engine
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* @ingroup engines
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*
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* @brief API for managing various functions of the engine.
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*
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* @{
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*/
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessage(const Common::U32String &msg, const char *url = nullptr);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessage(const Common::String &msg, const char *url = nullptr);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageWithURL(const Common::U32String &msg, const char *url);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageWithURL(const Common::String &msg, const char *url);
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageFormatU32StringPtr(const Common::U32String *fmt, ...);
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/**
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* Initialize graphics and show an error message.
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*/
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template<class... TParam>
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inline void GUIErrorMessageFormat(const Common::U32String &fmt, TParam... param) {
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GUIErrorMessageFormatU32StringPtr(&fmt, Common::forward<TParam>(param)...);
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}
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/**
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* Initialize graphics and show an error message.
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*/
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void GUIErrorMessageFormat(MSVC_PRINTF const char *fmt, ...) GCC_PRINTF(1, 2);
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class Engine;
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/**
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* Class for managing pausing by Engine::pauseEngine that hands out pause tokens.
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*
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* Each token represents one requested level of pause.
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*/
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class PauseToken {
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public:
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constexpr PauseToken() : _engine(nullptr) {}
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/**
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* Construct a pause token.
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*/
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PauseToken(const PauseToken &);
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PauseToken(PauseToken &&);
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~PauseToken();
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/**
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* Assign the pause token.
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*/
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void operator=(const PauseToken &);
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void operator=(PauseToken &&);
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/**
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* Manually release the PauseToken.
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*
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* Only allowed if the token currently represents a pause request.
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*/
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void clear();
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/**
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* Return true if the PauseToken represents a pause level,
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* false if it is empty.
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*/
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bool isActive() const { return _engine != nullptr; }
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private:
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constexpr PauseToken(Engine *engine) : _engine(engine) {}
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Engine *_engine;
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/**
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* @see Engine
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*/
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friend class Engine;
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};
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class Engine {
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public:
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/**
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* The OSystem instance used by the engine.
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*/
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OSystem *_system;
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/**
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* The Mixer instance used by the engine.
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*/
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Audio::Mixer *_mixer;
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protected:
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/**
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* The TimerManager instance used by the engine.
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*/
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Common::TimerManager *_timer;
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/**
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* The EventManager instance used by the engine.
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*/
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Common::EventManager *_eventMan;
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/**
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* The SaveFileManager used by the engine.
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*/
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Common::SaveFileManager *_saveFileMan;
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/**
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* The Dialog instance used by the engine.
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*/
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GUI::Dialog *_mainMenuDialog;
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/**
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* Run a GUI dialog.
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*/
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virtual int runDialog(GUI::Dialog &dialog);
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/**
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* Target name for saves.
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*/
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const Common::String _targetName;
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int32 _activeEnhancements = kEnhGameBreakingBugFixes;
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private:
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/**
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* The associated metaengine
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*/
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MetaEngine *_metaEngine;
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/**
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* The pause level.
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*
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* 0 means 'running'. A positive value indicates how often the engine
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* has been paused and thus how many times it must be unpaused before
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* it resumes running. This makes it possible to nest the code that pauses the engine.
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*/
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int _pauseLevel;
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/**
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* The time when the pause was started.
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*/
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uint32 _pauseStartTime;
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/**
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* The screen change ID when the pause was started
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*/
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int _pauseScreenChangeID;
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/**
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* The time when the engine was started.
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*
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* This value is used to calculate the current play time of the game running.
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*/
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int32 _engineStartTime;
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/**
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* Autosave interval.
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*/
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int _autosaveInterval;
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/**
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* The last time an autosave was done.
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*/
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int _lastAutosaveTime;
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/**
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* Save slot selected via the global main menu.
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*
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* This slot will be loaded after the main menu execution (not from inside
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* the menu loop, to avoid bugs like #4420).
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*/
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int _saveSlotToLoad;
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/**
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* Used for preventing recursion during autosave.
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*/
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bool _autoSaving;
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/**
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* Optional debugger for the engine.
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*/
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GUI::Debugger *_debugger;
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/**
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* Flag for whether the quitGame method has been called
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*/
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static bool _quitRequested;
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public:
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/**
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* Engine features.
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*
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* A feature in this context means an ability of the engine
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* that can be either available or not.
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* @see Engine::hasFeature()
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*/
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enum EngineFeature {
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/**
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* Enable the subtitle speed and toggle items in the Options section
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* of the global main menu.
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*/
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kSupportsSubtitleOptions,
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/**
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* The 'Return to launcher' feature is supported.
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*
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* This means that EVENT_RETURN_TO_LAUNCHER is handled
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* either directly, or indirectly (the engine calls and honors
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* the result of the Engine::shouldQuit() method appropriately).
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*/
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kSupportsReturnToLauncher,
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/**
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* Loading save states during runtime is supported.
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*
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* This means that the engine implements loadGameState() and canLoadGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsLoadingDuringRuntime,
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/**
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* Loading save states during runtime is supported.
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*
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* This means that the engine implements saveGameState() and canSaveGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsSavingDuringRuntime,
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/**
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* Changing the game settings during runtime is supported.
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*
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* This enables showing the Engine Options tab in the config dialog
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* accessed through the global main menu.
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*/
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kSupportsChangingOptionsDuringRuntime,
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/**
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* Arbitrary resolutions are supported.
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*
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* This means that the engine allows the backend to override the resolution
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* passed to OSystem::setupScreen.
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* The engine will need to read the actual resolution used by the
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* backend using OSystem::getWidth and OSystem::getHeight.
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*/
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kSupportsArbitraryResolutions,
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/**
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* The game provides custom help.
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*
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* This enables the help button in the main menu.
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*/
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kSupportsHelp,
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/**
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* The engine provides overrides to the quit and exit to launcher dialogs.
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*/
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kSupportsQuitDialogOverride,
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};
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/** @name Overloadable methods
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*
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* All Engine subclasses should consider overloading some or all of the following methods.
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* @{
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*/
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/**
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* Create an instance of the engine.
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*/
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Engine(OSystem *syst);
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/**
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* Destroy the engine instance.
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*/
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virtual ~Engine();
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/**
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* Initialize SearchMan according to the game path.
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*
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* By default, this adds the directory in non-flat mode with a depth of 4 as
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* priority 0 to SearchMan.
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*
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* @param gamePath The base directory of the game data.
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*/
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virtual void initializePath(const Common::FSNode &gamePath);
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/**
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* Initialize the engine and start its main loop.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error run() = 0;
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/**
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* Prepare an error string that is printed by the error() function.
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*/
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virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
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/**
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* Return the engine's debugger instance, if any.
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*/
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virtual GUI::Debugger *getDebugger() final { return _debugger; }
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/**
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* Set the engine's debugger.
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*
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* Once set, the Engine class is responsible for managing
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* the debugger, and freeing it on exit.
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*/
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void setDebugger(GUI::Debugger *debugger) {
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assert(!_debugger);
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_debugger = debugger;
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}
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/**
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* Return the engine's debugger instance, or create one if none is present.
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*
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* Used by error() to invoke the debugger when a severe error is reported.
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*/
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GUI::Debugger *getOrCreateDebugger();
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/**
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* Determine whether the engine supports the specified feature.
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*/
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virtual bool hasFeature(EngineFeature f) const { return false; }
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bool enhancementEnabled(int32 cls);
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/**
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* Notify the engine that the sound settings in the config manager might have
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* changed and that it should adjust any internal volume (and other) values
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* accordingly.
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*
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* The default implementation sets the volume levels of all mixer sound
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* types according to the config entries of the active domain.
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* When overwriting, call the default implementation first, then adjust the
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* volumes further (if required).
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*
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* @note When setting volume levels, respect the "mute" config entry.
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*
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* @note The volume for the plain sound type is reset to the maximum
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* volume. If the engine can associate its own value for this
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* type, it needs to overwrite this member and set it accordingly.
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* @todo find a better name for this
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*/
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virtual void syncSoundSettings();
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/**
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* Notify the engine that the settings editable from the Game tab in the
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* in-game options dialog might have changed and that they need to be applied
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* if necessary.
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*/
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virtual void applyGameSettings() {}
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/**
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* Flip mute all sound options.
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*/
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virtual void flipMute();
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/**
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* Generate the savegame filename.
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*/
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virtual Common::String getSaveStateName(int slot) const {
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return Common::String::format("%s.%03d", _targetName.c_str(), slot);
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}
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/**
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* Load a game state.
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*
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* @param slot The slot from which a save state should be loaded.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error loadGameState(int slot);
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/**
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* Load a game state.
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*
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* @param stream The stream to load the save state from.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error loadGameStream(Common::SeekableReadStream *stream);
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/**
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* Set the game slot for a savegame to be loaded after the global
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* main menu execution.
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*
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* This is to avoid loading a savegame from
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* inside the menu loop which causes bugs like #4420.
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*
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* @param slot The slot from which a save state should be loaded.
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*/
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void setGameToLoadSlot(int slot);
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/**
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* Indicate whether a game state can be loaded.
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*
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* @param msg Optional pointer to message explaining why it is disabled
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*/
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virtual bool canLoadGameStateCurrently(Common::U32String *msg = nullptr);
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/**
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* Save a game state.
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*
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* @param slot The slot into which the save state should be stored.
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* @param desc Description for the save state, entered by the user.
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* @param isAutosave Expected to be true if an autosave is being created.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false);
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/**
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* Save a game state.
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*
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* @param stream The write stream to save the savegame data to.
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* @param isAutosave Expected to be true if an autosave is being created.
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*
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* @return kNoError on success, otherwise an error code.
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*/
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virtual Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false);
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/**
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* Indicate whether a game state can be saved.
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*
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* @param msg Optional pointer to message explaining why it is disabled
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*/
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virtual bool canSaveGameStateCurrently(Common::U32String *msg = nullptr);
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/**
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* Show the ScummVM save dialog, allowing users to save their game.
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*/
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bool saveGameDialog();
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/**
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* Show the ScummVM Restore dialog, allowing users to load a game.
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*/
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bool loadGameDialog();
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protected:
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/**
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* Actual implementation of pauseEngine by subclasses.
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*
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* @see Engine::pauseEngine
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*/
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virtual void pauseEngineIntern(bool pause);
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/** @} */
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public:
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/**
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* Request the engine to quit.
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*
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* Sends an EVENT_QUIT event to the Event Manager.
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*/
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static void quitGame();
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/**
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* Return whether the engine should quit.
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*
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* This can mean either quitting ScummVM altogether, or returning to the launcher.
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*/
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static bool shouldQuit();
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/**
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* Return the MetaEngine instance used by this engine.
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*/
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inline MetaEngine *getMetaEngine() const { return _metaEngine; }
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/**
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* Set the MetaEngine instance used by this engine.
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*/
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inline void setMetaEngine(MetaEngine *metaEngine) { _metaEngine = metaEngine; }
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/**
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* Pause the engine.
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*
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* This should stop any audio playback and other operations.
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* Called right before the system runs a global dialog
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* (like a global pause, main menu, options, or 'confirm exit' dialog).
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*
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* Returns a PauseToken. Multiple pause tokens can exist. The engine will
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* be resumed when all associated pause tokens reach the end of their lives.
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*/
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PauseToken pauseEngine();
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private:
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/** Resume the engine.
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*
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* This should resume any audio playback and other operations.
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* Only PauseToken is allowed to call this member function. Use the PauseToken
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* that you got from pauseEngine to resume the engine.
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*/
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void resumeEngine();
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/**
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* @see Engine::PauseToken
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*/
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friend class PauseToken;
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/**
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* Warns before overwriting autosave.
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*
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* @return true if it is safe to save, false to avoid saving.
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*/
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bool warnBeforeOverwritingAutosave();
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|
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public:
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/**
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* Return whether the engine is currently paused or not.
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*/
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bool isPaused() const { return _pauseLevel != 0; }
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|
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/**
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* Run the global main menu dialog.
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*/
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void openMainMenuDialog();
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/**
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* Display a warning to the user that the game is not fully supported.
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*
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* @param msg A message that will be presented to user. If empty, then
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* generic message regarding unsupported game is presented
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*
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* @return True if the user chooses to start anyway, false otherwise.
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*/
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static bool warnUserAboutUnsupportedGame(Common::String msg = Common::String());
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|
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/**
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* Display a warning to the user that the game contains an add-not which is not
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* fully supported.
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*
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* @param addOnName The name of the add-on.
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*
|
|
* @return True if the user chooses to start anyway, false otherwise.
|
|
*/
|
|
static bool warnUserAboutUnsupportedAddOn(Common::String addOnName);
|
|
|
|
/**
|
|
* Display a warning to the user that the game is in testing mode.
|
|
*/
|
|
static void warnUserAboutTestingMode();
|
|
|
|
/**
|
|
* Display an error message to the user that the game is an add-on than cannot be
|
|
* run independently.
|
|
*
|
|
* @param addOnName The name of the add-on.
|
|
* @param gameId The ID of the base game that this add-on requires.
|
|
*/
|
|
static void errorAddingAddOnWithoutBaseGame(Common::String addOnName, Common::String gameId);
|
|
|
|
/**
|
|
* Display an error message to the user that the game is not supported.
|
|
*
|
|
* @param extraMsg An extra message that will be appended to the default message.
|
|
*/
|
|
static void errorUnsupportedGame(Common::String extraMsg);
|
|
|
|
/**
|
|
* Get the total play time.
|
|
*
|
|
* @return How long the player has been playing in ms.
|
|
*/
|
|
uint32 getTotalPlayTime() const;
|
|
|
|
/**
|
|
* Set the game time counter to the specified time.
|
|
*
|
|
* This can be used to set the play time counter after loading a savegame,
|
|
* for example. Another use case is when the engine wants to exclude from
|
|
* the counter the time that the user spent in original engine dialogs.
|
|
*
|
|
* @param time Play time to set up in ms.
|
|
*/
|
|
void setTotalPlayTime(uint32 time = 0);
|
|
|
|
/**
|
|
* Return the TimerManager instance used by this engine.
|
|
*/
|
|
inline Common::TimerManager *getTimerManager() { return _timer; }
|
|
/**
|
|
* Return the EventManager instance used by this engine.
|
|
*/
|
|
inline Common::EventManager *getEventManager() { return _eventMan; }
|
|
/**
|
|
* Return the SaveFileManager instance used by this engine.
|
|
*/
|
|
inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
|
|
|
|
public:
|
|
/**
|
|
* Check if extracted CD Audio files are found.
|
|
*/
|
|
bool existExtractedCDAudioFiles(uint track = 1);
|
|
/**
|
|
* On some systems, check whether the game appears to be run
|
|
* from the same CD drive, which also should play CD audio.
|
|
*/
|
|
bool isDataAndCDAudioReadFromSameCD();
|
|
/**
|
|
*Display a warning for no extracted CD Audio files found.
|
|
*/
|
|
void warnMissingExtractedCDAudio();
|
|
|
|
/**
|
|
* Check whether it is time to autosave, and if so, do it.
|
|
*/
|
|
void handleAutoSave();
|
|
|
|
/**
|
|
* Autosave immediately if autosaves are enabled.
|
|
*/
|
|
void saveAutosaveIfEnabled();
|
|
|
|
/**
|
|
* Indicate whether an autosave can currently be done.
|
|
*/
|
|
virtual bool canSaveAutosaveCurrently() {
|
|
return canSaveGameStateCurrently();
|
|
}
|
|
|
|
/**
|
|
* Return the slot that should be used for autosaves, or -1 for engines that
|
|
* don't support autosave.
|
|
*
|
|
* @note This should match the meta engine getAutosaveSlot() method.
|
|
*/
|
|
virtual int getAutosaveSlot() const {
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Can the game type currently being played have add-ons?
|
|
*/
|
|
virtual bool gameTypeHasAddOns() const;
|
|
|
|
/**
|
|
* To discard some directories we know have no chance to be add-ons
|
|
*/
|
|
virtual bool dirCanBeGameAddOn(const Common::FSDirectory &dir) const;
|
|
|
|
/**
|
|
* To display a warning if a directory likely to be an add-on does not match anything
|
|
*/
|
|
virtual bool dirMustBeGameAddOn(const Common::FSDirectory &dir) const;
|
|
|
|
/**
|
|
* Update the add-ons targets associated with a base game (silently, unless some unsupported version is detected).
|
|
*/
|
|
Common::ErrorCode updateAddOns(const MetaEngine *metaEngine) const;
|
|
|
|
|
|
protected:
|
|
/**
|
|
* Syncs the engine's mixer using the default volume syncing behavior.
|
|
*/
|
|
void defaultSyncSoundSettings();
|
|
};
|
|
|
|
|
|
/** @name Chained games
|
|
*
|
|
* @{
|
|
*/
|
|
|
|
/**
|
|
* Singleton class which manages chained games.
|
|
*
|
|
* A chained game is one that starts automatically, optionally loading
|
|
* a saved game, instead of returning to the launcher.
|
|
*/
|
|
class ChainedGamesManager : public Common::Singleton<ChainedGamesManager> {
|
|
private:
|
|
struct Game {
|
|
Common::String target;
|
|
int slot;
|
|
};
|
|
|
|
Common::Queue<Game> _chainedGames;
|
|
|
|
public:
|
|
ChainedGamesManager();
|
|
/** Clear the chained games manager of any games. */
|
|
void clear();
|
|
/** Load a game into a slot in the chained games manager. */
|
|
void push(const Common::String &target, const int slot = -1);
|
|
/** Pop the last game loaded into the chained games manager. */
|
|
bool pop(Common::String &target, int &slot);
|
|
/** Returns true if the chained games manager has no elements in the queue. */
|
|
bool empty() { return _chainedGames.empty(); }
|
|
};
|
|
|
|
/** Convenience shortcut for accessing the chained games manager. */
|
|
#define ChainedGamesMan ChainedGamesManager::instance()
|
|
/** @} */
|
|
/** Current workaround for MidiEmu & error(). */ //FIXME
|
|
extern Engine *g_engine;
|
|
/** @} */
|
|
#endif
|