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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
* 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.
*
*/
#ifndef ENGINES_ENGINE_H
#define ENGINES_ENGINE_H
#include "common/scummsys.h"
#include "common/str.h"
#include "common/language.h"
#include "common/platform.h"
#include "common/queue.h"
#include "common/singleton.h"
class OSystem;
class MetaEngine;
namespace Audio {
class Mixer;
}
namespace Common {
class Error;
class EventManager;
class SaveFileManager;
class TimerManager;
class FSNode;
class SeekableReadStream;
class WriteStream;
}
namespace GUI {
class Debugger;
class Dialog;
}
/**
* Initializes graphics and shows error message.
*/
void GUIErrorMessage(const Common::String &msg, const char *url = nullptr);
void GUIErrorMessageWithURL(const Common::String &msg, const char *url);
void GUIErrorMessageFormat(const char *fmt, ...) GCC_PRINTF(1, 2);
class Engine;
/**
* Manages pausing by Engine::pauseEngine handing out tokens that
* each represent one requested level of pause.
*/
class PauseToken {
public:
PauseToken();
PauseToken(const PauseToken &);
#if __cplusplus >= 201103L
PauseToken(PauseToken &&);
#endif
~PauseToken();
void operator=(const PauseToken &);
#if __cplusplus >= 201103L
void operator=(PauseToken &&);
#endif
/** Manually releases the PauseToken. Only allowed if the token
* currently represents a pause request.
*/
void clear();
/**
* Returns true if the PauseToken represents a pause level,
* false if it is empty.
*/
bool isActive() const { return _engine != nullptr; }
private:
PauseToken(Engine *);
Engine *_engine;
friend class Engine;
};
class Engine {
public:
OSystem *_system;
Audio::Mixer *_mixer;
protected:
Common::TimerManager *_timer;
Common::EventManager *_eventMan;
Common::SaveFileManager *_saveFileMan;
GUI::Dialog *_mainMenuDialog;
virtual int runDialog(GUI::Dialog &dialog);
const Common::String _targetName; // target name for saves
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;
/**
* The time when the pause was started.
*/
uint32 _pauseStartTime;
/**
* The time when the engine was started. This value is used to calculate
* the current play time of the game running.
*/
int32 _engineStartTime;
/**
* Autosave interval
*/
const int _autosaveInterval;
/**
* The last time an autosave was done
*/
int _lastAutosaveTime;
/**
* Save slot selected via global main menu.
* This slot will be loaded after main menu execution (not from inside
* the menu loop, to avoid bugs like #2822778).
*/
int _saveSlotToLoad;
/**
* Optional debugger for the engine
*/
GUI::Debugger *_debugger;
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_RETURN_TO_LAUNCHER is handled
* either directly, or indirectly (that is, the engine calls and honors
* the result of the Engine::shouldQuit() method appropriately).
*/
kSupportsReturnToLauncher,
/**
* 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,
/**
* Changing the game settings during runtime is supported. This enables
* showing the engine options tab in the config dialog accessed through
* the Global Main Menu.
*/
kSupportsChangingOptionsDuringRuntime
};
/** @name Overloadable methods
*
* All Engine subclasses should consider overloading some or all of the following methods.
*/
//@{
Engine(OSystem *syst);
virtual ~Engine();
/**
* Init SearchMan according to the game path.
*
* By default it adds the directory in non-flat mode with a depth of 4 as
* priority 0 to SearchMan.
*
* @param gamePath The base directory of the game data.
*/
virtual void initializePath(const Common::FSNode &gamePath);
/**
* Init the engine and start its main loop.
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error run() = 0;
/**
* Prepare an error string, which is printed by the error() function.
*/
virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
/**
* Return the engine's debugger instance, if any.
*/
virtual GUI::Debugger *getDebugger() { return _debugger; }
/**
* Sets the engine's debugger. Once set, the Engine class is responsible for managing
* the debugger, and freeing it on exit
*/
void setDebugger(GUI::Debugger *debugger) {
assert(!_debugger);
_debugger = debugger;
}
/**
* Return the engine's debugger instance, or create one if none is present.
* Used by error() to invoke the debugger when a severe error is reported.
*/
GUI::Debugger *getOrCreateDebugger();
/**
* Determine whether the engine supports the specified feature.
*/
virtual bool hasFeature(EngineFeature f) const { return false; }
/**
* 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.
* The default implementation sets the volume levels of all mixer sound
* types according to the config entries of the active domain.
* When overwriting, call the default implementation first, then adjust the
* volumes further (if required).
*
* @note When setting volume levels, respect the "mute" config entry.
* @note The volume for the plain sound type is reset to the maximum
* volume. If the engine can associate its own value for this
* type, it needs to overwrite this member and set it accordingly.
* @todo find a better name for this
*/
virtual void syncSoundSettings();
/**
* Notify the engine that the settings editable from the game tab in the
* in-game options dialog may have changed and that they need to be applied
* if necessary.
*/
virtual void applyGameSettings() {}
/**
* Flip mute all sound option.
*/
virtual void flipMute();
/**
* Generates the savegame filename
*/
virtual Common::String getSaveStateName(int slot) const {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
/**
* 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);
/**
* Load a game state.
* @param stream the stream to load the savestate from
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error loadGameStream(Common::SeekableReadStream *stream);
/**
* Sets the game slot for a savegame to be loaded after global
* main menu execution. This is to avoid loading a savegame from
* inside the menu loop which causes bugs like #2822778.
*
* @param slot the slot from which a savestate should be loaded.
*/
void setGameToLoadSlot(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
* @param isAutosave Expected to be true if an autosave is being created
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false);
/**
* Save a game state.
* @param stream The write stream to save the savegame data to
* @param isAutosave Expected to be true if an autosave is being created
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false);
/**
* Indicates whether a game state can be saved.
*/
virtual bool canSaveGameStateCurrently();
/**
* Shows the ScummVM save dialog, allowing users to save their game
*/
bool saveGameDialog();
/**
* Shows the ScummVM Restore dialog, allowing users to load a game
*/
bool loadGameDialog();
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();
/**
* Return whether the ENGINE should quit respectively should return to the
* launcher.
*/
static bool shouldQuit();
static MetaEngine &getMetaEngine();
/**
* Pause the engine. This should stop 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).
*
* Returns a PauseToken. Multiple pause tokens may exist. The engine will
* be resumed when all associated pause tokens reach the end of their lives.
*/
PauseToken pauseEngine();
private:
/** Resume the engine. This should resume any audio playback and other stuff.
*
* Only PauseToken is allowed to call this member function. Use the PauseToken
* that you got from pauseEngine to resume the engine.
*/
void resumeEngine();
friend class PauseToken;
public:
/**
* Return whether the engine is currently paused or not.
*/
bool isPaused() const { return _pauseLevel != 0; }
/**
* Run the Global Main Menu Dialog
*/
void openMainMenuDialog();
/**
* Display a warning to the user that the game is not fully supported.
*
* @return true if the user chose to start anyway, false otherwise
*/
static bool warnUserAboutUnsupportedGame();
/**
* 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 in case the engine wants to exclude
* time from the counter the user spent in original engine dialogs.
*
* @param time Play time to set up in ms.
*/
void setTotalPlayTime(uint32 time = 0);
inline Common::TimerManager *getTimerManager() { return _timer; }
inline Common::EventManager *getEventManager() { return _eventMan; }
inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
public:
/** On some systems, check if the game appears to be run from CD. */
void checkCD();
/**
* Checks for whether it's time to do an autosave, and if so, does it.
*/
void handleAutoSave();
/**
* Does an autosave immediately if autosaves are turned on
*/
void saveAutosaveIfEnabled();
/**
* Indicates whether an autosave can currently be saved.
*/
virtual bool canSaveAutosaveCurrently() {
return canSaveGameStateCurrently();
}
/**
* Returns the slot that should be used for autosaves
* @note This should match the meta engine getAutosaveSlot() method
*/
virtual int getAutosaveSlot() const {
return 0;
}
bool shouldPerformAutoSave(int lastSaveTime) {
// TODO: Remove deprecated method once all engines are refactored
// to no longer do autosaves directly themselves
return false;
}
};
// 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();
void clear();
void push(const Common::String target, const int slot = -1);
bool pop(Common::String &target, int &slot);
};
/** Convenience shortcut for accessing the chained games manager. */
#define ChainedGamesMan ChainedGamesManager::instance()
// FIXME: HACK for MidiEmu & error()
extern Engine *g_engine;
#endif
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