File: engine.cpp

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (1075 lines) | stat: -rw-r--r-- 32,862 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
/* 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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

#include "engines/engine.h"
#include "engines/dialogs.h"
#include "engines/util.h"
#include "engines/metaengine.h"

#include "common/config-manager.h"
#include "common/events.h"
#include "common/file.h"
#include "common/system.h"
#include "common/str.h"
#include "common/ustr.h"
#include "common/error.h"
#include "common/list.h"
#include "common/memstream.h"
#include "common/savefile.h"
#include "common/scummsys.h"
#include "common/taskbar.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "common/singleton.h"

#include "backends/audiocd/audiocd.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymapper.h"
#include "base/version.h"

#include "gui/gui-manager.h"
#include "gui/debugger.h"
#include "gui/dialog.h"
#include "gui/EventRecorder.h"
#include "gui/message.h"
#include "gui/saveload.h"

#include "audio/mixer.h"

#include "graphics/cursorman.h"
#include "graphics/fontman.h"
#include "graphics/paletteman.h"
#include "graphics/pixelformat.h"
#include "image/bmp.h"

#include "common/text-to-speech.h"

// FIXME: HACK for error()
Engine *g_engine = 0;
bool Engine::_quitRequested;

// Output formatter for debug() and error() which invokes
// the errorString method of the active engine, if any.
static void defaultOutputFormatter(char *dst, const char *src, size_t dstSize) {
	if (g_engine) {
		g_engine->errorString(src, dst, dstSize);
	} else {
		Common::strlcpy(dst, src, dstSize);
	}
}

static bool defaultErrorHandler(const char *msg) {
	bool handled = false;

	// Unless this error -originated- within the debugger itself, we
	// now invoke the debugger, if available / supported.
	if (g_engine) {
		GUI::Debugger *debugger = g_engine->getOrCreateDebugger();

#if defined(USE_TASKBAR)
		g_system->getTaskbarManager()->notifyError();
#endif

		if (debugger && !debugger->isActive()) {
			debugger->attach(msg);
			debugger->onFrame();
			handled = true;
		}


#if defined(USE_TASKBAR)
		g_system->getTaskbarManager()->clearError();
#endif

	}

	return handled;
}

// Chained games manager

ChainedGamesManager::ChainedGamesManager() {
	clear();
}

void ChainedGamesManager::clear() {
	_chainedGames.clear();
}

void ChainedGamesManager::push(const Common::String target, const int slot) {
	Game game;
	game.target = target;
	game.slot = slot;
	_chainedGames.push(game);
}

bool ChainedGamesManager::pop(Common::String &target, int &slot) {
	if (_chainedGames.empty()) {
		return false;
	}
	Game game = _chainedGames.pop();
	target = game.target;
	slot = game.slot;
	return true;
}

namespace Common {
DECLARE_SINGLETON(ChainedGamesManager);
}

Engine::Engine(OSystem *syst)
	: _system(syst),
		_mixer(_system->getMixer()),
		_timer(_system->getTimerManager()),
		_eventMan(_system->getEventManager()),
		_saveFileMan(_system->getSavefileManager()),
		_targetName(ConfMan.getActiveDomainName()),
		_metaEngine(nullptr),
		_pauseLevel(0),
		_pauseStartTime(0),
		_saveSlotToLoad(-1),
		_autoSaving(false),
		_engineStartTime(_system->getMillis()),
		_mainMenuDialog(NULL),
		_debugger(NULL),
		_autosaveInterval(ConfMan.getInt("autosave_period")),
		_lastAutosaveTime(_system->getMillis()) {

	g_engine = this;
	_quitRequested = false;
	Common::setErrorOutputFormatter(defaultOutputFormatter);
	Common::setErrorHandler(defaultErrorHandler);

	// FIXME: Get rid of the following again. It is only here
	// temporarily. We really should never run with a non-working Mixer,
	// so ought to handle this at a much earlier stage. If we *really*
	// want to support systems without a working mixer, then we need
	// more work. E.g. we could modify the Mixer to immediately drop any
	// streams passed to it. This way, at least we don't crash because
	// heaps of (sound) memory get allocated but never freed. Of course,
	// there still would be problems with many games...
	if (!_mixer->isReady())
		warning("Sound initialization failed. This may cause severe problems in some games");

	// Setup a dummy cursor and palette, so that all engines can use
	// CursorMan.replace without having any headaches about memory leaks.
	//
	// If an engine only used CursorMan.replaceCursor and no cursor has
	// been setup before, then replaceCursor just uses pushCursor. This
	// means that the engine's cursor is never again removed from
	// CursorMan. Hence we setup a fake cursor here and remove it again
	// in the destructor.
	CursorMan.pushCursor(NULL, 0, 0, 0, 0, 0);
	// Note: Using this dummy palette will actually disable cursor
	// palettes till the user enables it again.
	CursorMan.pushCursorPalette(NULL, 0, 0);

	// If we go from engine A to engine B via launcher, the palette
	// is not touched during this process, since our GUI is 16-bit
	// or 32-bit.
	//
	// This may lead to residual palette entries held in the backend
	// from a previous engine. Here we make sure we reset the palette.
	byte dummyPalette[768];
	memset(dummyPalette, 0, 768);
	g_system->getPaletteManager()->setPalette(dummyPalette, 0, 256);

	defaultSyncSoundSettings();

	// Register original bug fixes as defaults...
	ConfMan.registerDefault("enhancements", kEnhGameBreakingBugFixes | kEnhGrp1);
	if (!ConfMan.hasKey("enhancements", _targetName)) {
		if (ConfMan.hasKey("enable_enhancements", _targetName) && ConfMan.getBool("enable_enhancements", _targetName)) {
			// Was the "enable_enhancements" key previously set to true?
			// Convert it to a full activation of the enhancement flags then!
			ConfMan.setInt("enhancements", kEnhGameBreakingBugFixes | kEnhGrp1 | kEnhGrp2 | kEnhGrp3 | kEnhGrp4);
		}
	}

	_activeEnhancements = (int32)ConfMan.getInt("enhancements");
}

Engine::~Engine() {
	_mixer->stopAll();

	// Flush any pending remaining events
	Common::Event evt;
	while (g_system->getEventManager()->pollEvent(evt)) {}

	delete _debugger;
	delete _mainMenuDialog;
	g_engine = NULL;

	// Remove our cursors again to prevent memory leaks
	CursorMan.popCursor();
	CursorMan.popCursorPalette();
}

void Engine::initializePath(const Common::FSNode &gamePath) {
	SearchMan.addDirectory(gamePath, 0, 4);
}

bool Engine::enhancementEnabled(int32 cls) {
	return _activeEnhancements & cls;
}

void initCommonGFX(bool is3D) {
	const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();

	// Any global or command line settings already have been applied at the time
	// we get here, so we only do something if the game domain overrides those
	// values
	if (!gameDomain)
		return;

	if (gameDomain->contains("aspect_ratio"))
		g_system->setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));

	if (gameDomain->contains("fullscreen"))
		g_system->setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));

	if (gameDomain->contains("vsync"))
		g_system->setFeatureState(OSystem::kFeatureVSync, ConfMan.getBool("vsync"));

	if (gameDomain->contains("stretch_mode"))
		g_system->setStretchMode(ConfMan.get("stretch_mode").c_str());

	// Stop here for hardware-accelerated 3D games
	if (is3D)
		return;

	// Set up filtering, scaling and shaders for 2D games
	if (gameDomain->contains("filtering"))
		g_system->setFeatureState(OSystem::kFeatureFilteringMode, ConfMan.getBool("filtering"));

	if (gameDomain->contains("scaler") || gameDomain->contains("scale_factor"))
		g_system->setScaler(ConfMan.get("scaler").c_str(), ConfMan.getInt("scale_factor"));

	if (gameDomain->contains("shader"))
		g_system->setShader(ConfMan.getPath("shader"));

	// TODO: switching between OpenGL and SurfaceSDL is quite fragile
	// and the SDL backend doesn't really need this so leave it out
	// for now to avoid regressions
#ifndef SDL_BACKEND
	if (gameDomain->contains("gfx_mode"))
		g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
#endif
}

// Please leave the splash screen in working order for your releases, even if they're commercial.
// This is a proper and good way to show your appreciation for our hard work over these years.
bool splash = false;

#include "logo_data.h"

void splashScreen() {
	Common::MemoryReadStream stream(logo_data, ARRAYSIZE(logo_data));

	Image::BitmapDecoder bitmap;

	if (!bitmap.loadStream(stream)) {
		warning("Error loading logo file");
		return;
	}

	g_system->showOverlay();
	float scaleFactor = g_system->getHiDPIScreenFactor();
	int16 overlayWidth = g_system->getOverlayWidth();
	int16 overlayHeight = g_system->getOverlayHeight();
	int16 scaledW = (int16)(overlayWidth / scaleFactor);
	int16 scaledH = (int16)(overlayHeight / scaleFactor);

	// Fill with orange
	Graphics::Surface screen;
	screen.create(scaledW, scaledH, g_system->getOverlayFormat());
	screen.fillRect(Common::Rect(screen.w, screen.h), screen.format.ARGBToColor(0xff, 0xcc, 0x66, 0x00));

	// Print version information
	const Graphics::Font *font = FontMan.getFontByUsage(Graphics::FontManager::kConsoleFont);
	int w = font->getStringWidth(gScummVMVersionDate);
	int x = screen.w - w - 5;
	int y = screen.h - font->getFontHeight() - 5;
	font->drawString(&screen, gScummVMVersionDate, x, y, w, screen.format.ARGBToColor(0xff, 0, 0, 0));

	// Scale if needed and copy to overlay
	if (screen.w != overlayWidth) {
		Graphics::Surface *scaledScreen = screen.scale(overlayWidth, overlayHeight, false);
		g_system->copyRectToOverlay(scaledScreen->getPixels(), scaledScreen->pitch, 0, 0, scaledScreen->w, scaledScreen->h);
		scaledScreen->free();
		delete scaledScreen;
	} else
		g_system->copyRectToOverlay(screen.getPixels(), screen.pitch, 0, 0, screen.w, screen.h);
	screen.free();

	// Draw logo
	Graphics::Surface *logo = bitmap.getSurface()->convertTo(g_system->getOverlayFormat(), bitmap.getPalette());
	if (scaleFactor != 1.0f) {
		Graphics::Surface *tmp = logo->scale(int16(logo->w * scaleFactor), int16(logo->h * scaleFactor), true);
		logo->free();
		delete logo;
		logo = tmp;
	}

	int lx = MAX((overlayWidth - logo->w) / 2, 0);
	int ly = MAX((overlayHeight - logo->h) / 2, 0);
	int lw = MIN<uint16>(logo->w, overlayWidth - lx);
	int lh = MIN<uint16>(logo->h, overlayHeight - ly);

	g_system->copyRectToOverlay(logo->getPixels(), logo->pitch, lx, ly, lw, lh);
	logo->free();
	delete logo;

	g_system->updateScreen();

	// Delay 0.6 secs
	uint time0 = g_system->getMillis();
	Common::Event event;

	// We must poll an event in order to have the window shown at least on Mac
	g_system->getEventManager()->pollEvent(event);

	while (time0 + 600 > g_system->getMillis()) {
		g_system->delayMillis(10);
	}
	g_system->hideOverlay();

	splash = true;
}

void initGraphicsModes(const Graphics::ModeList &modes) {
	g_system->initSizeHint(modes);
}

/**
 * Inits any of the modes in "modes". "modes" is in the order of preference.
 * Return value is index in modes of resulting mode.
 */
int initGraphicsAny(const Graphics::ModeWithFormatList &modes, int start) {
	int candidate = -1;
	OSystem::TransactionError gfxError = OSystem::kTransactionSizeChangeFailed;
	int last_width = 0, last_height = 0;

	for (candidate = start; candidate < (int)modes.size(); candidate++) {
		g_system->beginGFXTransaction();
		initCommonGFX(false);
#ifdef USE_RGB_COLOR
		if (modes[candidate].hasFormat)
			g_system->initSize(modes[candidate].width, modes[candidate].height, &modes[candidate].format);
		else {
			Graphics::PixelFormat bestFormat = g_system->getSupportedFormats().front();
			g_system->initSize(modes[candidate].width, modes[candidate].height, &bestFormat);
		}
#else
		g_system->initSize(modes[candidate].width, modes[candidate].height);
#endif
		last_width = modes[candidate].width;
		last_height = modes[candidate].height;

		gfxError = g_system->endGFXTransaction();

		if (!splash && !GUI::GuiManager::instance()._launched)
			splashScreen();

		if (gfxError == OSystem::kTransactionSuccess)
			return candidate;

		// If error is related to resolution, continue
		if (gfxError & (OSystem::kTransactionSizeChangeFailed | OSystem::kTransactionFormatNotSupported))
			continue;

		break;
	}

	// Error out on size switch failure
	if (gfxError & OSystem::kTransactionSizeChangeFailed) {
		Common::U32String message;
		message = Common::U32String::format(_("Could not switch to resolution '%dx%d'."), last_width, last_height);

		GUIErrorMessage(message);
		error("Could not switch to resolution '%dx%d'.", last_width, last_height);
	}

	// Just show warnings then these occur:
#ifdef USE_RGB_COLOR
	if (gfxError & OSystem::kTransactionFormatNotSupported) {
		Common::U32String message = _("Could not initialize color format.");

		GUI::MessageDialog dialog(message);
		dialog.runModal();
	}
#endif

	if (gfxError & OSystem::kTransactionModeSwitchFailed) {
		Common::U32String message;
		message = Common::U32String::format(_("Could not switch to video mode '%s'."), ConfMan.get("gfx_mode").c_str());

		GUI::MessageDialog dialog(message);
		dialog.runModal();
	}

	if (gfxError & OSystem::kTransactionStretchModeSwitchFailed) {
		Common::U32String message;
		message = Common::U32String::format(_("Could not switch to stretch mode '%s'."), ConfMan.get("stretch_mode").c_str());

		GUI::MessageDialog dialog(message);
		dialog.runModal();
	}

	if (gfxError & OSystem::kTransactionAspectRatioFailed) {
		GUI::MessageDialog dialog(_("Could not apply aspect ratio setting."));
		dialog.runModal();
	}

	if (gfxError & OSystem::kTransactionFullscreenFailed) {
		GUI::MessageDialog dialog(_("Could not apply fullscreen setting."));
		dialog.runModal();
	}

	if (gfxError & OSystem::kTransactionFilteringFailed) {
		GUI::MessageDialog dialog(_("Could not apply filtering setting."));
		dialog.runModal();
	}

	return candidate;
}

void initGraphics(int width, int height, const Graphics::PixelFormat *format) {
	Graphics::ModeWithFormatList modes;
	modes.push_back(Graphics::ModeWithFormat(width, height, format));
	initGraphicsAny(modes);
}

/**
 * Determines the first matching format between two lists.
 *
 * @param backend	The higher priority list, meant to be a list of formats supported by the backend
 * @param frontend	The lower priority list, meant to be a list of formats supported by the engine
 * @return			The first item on the backend list that also occurs on the frontend list
 *					or PixelFormat::createFormatCLUT8() if no matching formats were found.
 */
inline Graphics::PixelFormat findCompatibleFormat(const Common::List<Graphics::PixelFormat> &backend, const Common::List<Graphics::PixelFormat> &frontend) {
#ifdef USE_RGB_COLOR
	for (Common::List<Graphics::PixelFormat>::const_iterator i = backend.begin(); i != backend.end(); ++i) {
		for (Common::List<Graphics::PixelFormat>::const_iterator j = frontend.begin(); j != frontend.end(); ++j) {
			if (*i == *j)
				return *i;
		}
	}
#endif
	return Graphics::PixelFormat::createFormatCLUT8();
}


void initGraphics(int width, int height, const Common::List<Graphics::PixelFormat> &formatList) {
	Graphics::PixelFormat format = findCompatibleFormat(g_system->getSupportedFormats(), formatList);
	initGraphics(width, height, &format);
}

void initGraphics(int width, int height) {
	Graphics::PixelFormat format = Graphics::PixelFormat::createFormatCLUT8();
	initGraphics(width, height, &format);
}

void initGraphics3d(int width, int height) {
	g_system->beginGFXTransaction();
		g_system->setGraphicsMode(0, OSystem::kGfxModeRender3d);
		initCommonGFX(true);
		g_system->initSize(width, height);
	g_system->endGFXTransaction();

	if (!splash && !GUI::GuiManager::instance()._launched) {
		Common::Event event;
		(void)g_system->getEventManager()->pollEvent(event);
		splashScreen();
	}
}

void GUIErrorMessageWithURL(const Common::U32String &msg, const char *url) {
	GUIErrorMessage(msg, url);
}

void GUIErrorMessageWithURL(const Common::String &msg, const char *url) {
	GUIErrorMessage(Common::U32String(msg), url);
}

void GUIErrorMessage(const Common::String &msg, const char *url) {
	GUIErrorMessage(Common::U32String(msg), url);
}

void GUIErrorMessage(const Common::U32String &msg, const char *url) {
	g_system->setWindowCaption(_("Error"));
	g_system->beginGFXTransaction();
		initCommonGFX(false);
		g_system->initSize(320, 200);
	if (g_system->endGFXTransaction() == OSystem::kTransactionSuccess) {
		if (url) {
			GUI::MessageDialogWithURL dialog(msg, url);
			dialog.runModal();
		} else {
			GUI::MessageDialog dialog(msg);
			dialog.runModal();
		}
	} else {
		error("%s", msg.encode().c_str());
	}
}

void GUIErrorMessageFormat(const char *fmt, ...) {
	Common::String msg;

	va_list va;
	va_start(va, fmt);
	msg = Common::String::vformat(fmt, va);
	va_end(va);

	GUIErrorMessage(msg);
}

void GUIErrorMessageFormatU32StringPtr(const Common::U32String *fmt, ...) {
	Common::U32String msg;

	va_list va;
	va_start(va, fmt);
	Common::U32String::vformat(fmt->begin(), fmt->end(), msg, va);
	va_end(va);

	GUIErrorMessage(msg);
}

/**
 * Checks if supported (extracted) audio files are found.
 *
 * @return			true if audio files of the expected naming scheme are found, as long as ScummVM
 *					is also built with support to the respective audio format (eg. ogg, flac, mad/mp3)
 */
bool Engine::existExtractedCDAudioFiles(uint track) {
	return g_system->getAudioCDManager()->existExtractedCDAudioFiles(track);
}

/**
 * Displays a warning on Windows version of ScummVM, if game data
 * are read from the same CD drive which should also play game CD audio.
 * @return			true, if this case is applicable and the warning is displayed
 */
bool Engine::isDataAndCDAudioReadFromSameCD() {
	// If we can find a compressed audio track, then it should be ok even
	// if it's running from CD.
	if (existExtractedCDAudioFiles()) {
		return false;
	}

	if (g_system->getAudioCDManager()->isDataAndCDAudioReadFromSameCD()) {
		GUI::MessageDialog dialog(
			_("You appear to be playing this game directly\n"
			"from the CD. This is known to cause problems,\n"
			"and it is therefore recommended that you copy\n"
			"the data files to your hard disk instead.\n"
			"See the documentation (CD audio) for details."), _("OK"));
		dialog.runModal();
		return true;
	}
	return false;
}

/**
 * Displays a warning, for the case when the game has CD audio but
 * no extracted (ripped) audio files were found.
 *
 * This method only shows the warning. It does not check for the
 * existence of the ripped audio files.
 */
void Engine::warnMissingExtractedCDAudio() {
	// Display a modal informative dialogue for the case when:
	// - The game has audio tracks,
	// - and the tracks have not been ripped.
	GUI::MessageDialog dialog(
		_("This game has audio tracks on its CD. These\n"
		"tracks need to be ripped from the CD using\n"
		"an appropriate CD audio extracting tool in\n"
		"order to listen to the game's music.\n"
		"See the documentation (CD audio) for details."), _("OK"));
	dialog.runModal();
}

void Engine::handleAutoSave() {
#ifdef ENABLE_EVENTRECORDER
	if (!g_eventRec.processAutosave())
		return;
#endif
	const int diff = _system->getMillis() - _lastAutosaveTime;

	if (_autosaveInterval != 0 && diff > (_autosaveInterval * 1000)) {
		// Save the autosave
		saveAutosaveIfEnabled();
	}
}

bool Engine::warnBeforeOverwritingAutosave() {
	SaveStateDescriptor desc = getMetaEngine()->querySaveMetaInfos(
		_targetName.c_str(), getAutosaveSlot());
	if (!desc.isValid() || desc.isAutosave())
		return true;
	Common::U32StringArray altButtons;
	altButtons.push_back(_("Delete"));
	altButtons.push_back(_("Skip autosave"));
	const Common::U32String message = Common::U32String::format(
				_("WARNING: The autosave slot contains a saved game named %S, and an autosave is pending.\n"
				  "Please move this saved game to a new slot, or delete it if it's no longer needed.\n"
				  "Alternatively, you can skip the autosave (will prompt again in 5 minutes)."), desc.getDescription().c_str());
	GUI::MessageDialog warn(message, _("Move"), altButtons);
	switch (runDialog(warn)) {
	case GUI::kMessageOK:
		if (getMetaEngine()->copySaveFileToFreeSlot(_targetName.c_str(), getAutosaveSlot())) {
				g_system->getSavefileManager()->removeSavefile(
							getMetaEngine()->getSavegameFile(getAutosaveSlot(), _targetName.c_str()));
		} else {
				GUI::MessageDialog error(_("ERROR: Could not copy the savegame to a new slot"));
				error.runModal();
				return false;
		}
		return true;
	case GUI::kMessageAlt: // Delete
		g_system->getSavefileManager()->removeSavefile(
					getMetaEngine()->getSavegameFile(getAutosaveSlot(), _targetName.c_str()));
		return true;
	case GUI::kMessageAlt + 1: // Skip autosave
		return false;
	default: // Hitting Escape returns -1. On this case, don't save but do prompt again later.
		return false;
	}
}

void Engine::saveAutosaveIfEnabled() {
	// Prevents recursive calls if saving the game causes the engine to poll events
	// (as is the case with the AGS engine for example, or when showing a prompt).
	if (_autoSaving || _autosaveInterval == 0)
		return;
	const int autoSaveSlot = getAutosaveSlot();
	if (autoSaveSlot < 0)
		return;
	_autoSaving = true;

	bool saveFlag = canSaveAutosaveCurrently();
	const Common::String autoSaveName = Common::convertFromU32String(_("Autosave"));

	// First check for an existing savegame in the slot, and if present, if it's an autosave
	if (saveFlag)
		saveFlag = warnBeforeOverwritingAutosave();

	if (saveFlag && saveGameState(autoSaveSlot, autoSaveName, true).getCode() != Common::kNoError) {
		// Couldn't autosave at the designated time
		g_system->displayMessageOnOSD(_("Error occurred making autosave"));
		saveFlag = false;
	}

	_lastAutosaveTime = _system->getMillis();

	if (!saveFlag) {
		// Set the next autosave interval to be in 5 minutes, rather than whatever
		// full autosave interval the user has selected
		_lastAutosaveTime += ((5 * 60 - _autosaveInterval) * 1000);
	}
	_autoSaving = false;
}

void Engine::errorString(const char *buf1, char *buf2, int size) {
	Common::strlcpy(buf2, buf1, size);
}

PauseToken Engine::pauseEngine() {
	assert(_pauseLevel >= 0);

	_pauseLevel++;

	if (_pauseLevel == 1) {
		_pauseStartTime = _system->getMillis();
		pauseEngineIntern(true);
	}

	return PauseToken(this);
}

void Engine::resumeEngine() {
	assert(_pauseLevel > 0);

	_pauseLevel--;

	if (_pauseLevel == 0) {
		pauseEngineIntern(false);
		_engineStartTime += _system->getMillis() - _pauseStartTime;
		_pauseStartTime = 0;
	}
}

void Engine::pauseEngineIntern(bool pause) {
	// By default, just (un)pause all digital sounds
	_mixer->pauseAll(pause);
}

void Engine::openMainMenuDialog() {
	if (!_mainMenuDialog)
		_mainMenuDialog = new MainMenuDialog(this);
	Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
	if (ttsMan != nullptr) {
		ttsMan->pushState();
		g_gui.initTextToSpeech();
	}

	setGameToLoadSlot(-1);

	bool hasVKeyb = g_system->getFeatureState(OSystem::kFeatureVirtualKeyboard);
	if (hasVKeyb)
		g_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);

	runDialog(*_mainMenuDialog);

	if (hasVKeyb)
		g_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);

	// Load savegame after main menu execution
	// (not from inside the menu loop to avoid
	// mouse cursor glitches and similar bugs,
	// e.g. #4420).
	if (_saveSlotToLoad >= 0) {
		Common::Error status = loadGameState(_saveSlotToLoad);
		if (status.getCode() != Common::kNoError) {
			Common::U32String failMessage = Common::U32String::format(_("Failed to load saved game (%s)! "
				  "Please consult the README for basic information, and for "
				  "instructions on how to obtain further assistance."), status.getDesc().c_str());
			GUI::MessageDialog dialog(failMessage);
			dialog.runModal();
		}
	}

	if (ttsMan != nullptr)
		ttsMan->popState();

	g_system->applyBackendSettings();
	applyGameSettings();
	syncSoundSettings();
}

bool Engine::warnUserAboutUnsupportedGame(Common::String msg) {
	if (ConfMan.getBool("enable_unsupported_game_warning")) {
		Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
		if (ttsMan != nullptr) {
			ttsMan->pushState();
			g_gui.initTextToSpeech();
		}

		GUI::MessageDialog alert(!msg.empty() ? _("WARNING: ") + Common::U32String(msg) + _(" Shall we still run the game?") :
				 _("WARNING: The game you are about to start is"
			" not yet fully supported by ScummVM. As such, it is likely to be"
			" unstable, and any saved game you make might not work in future"
			" versions of ScummVM."), _("Start anyway"), _("Cancel"));
		int status = alert.runModal();

		if (ttsMan != nullptr)
			ttsMan->popState();

		return status == GUI::kMessageOK;
	}
	return true;
}

void Engine::errorUnsupportedGame(Common::String extraMsg) {
	Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
	if (ttsMan != nullptr) {
		ttsMan->pushState();
		g_gui.initTextToSpeech();
	}

	Common::String message = extraMsg.empty() ? _("This game is not supported.") : _("This game is not supported for the following reason:\n\n");
	message += _(extraMsg);
	message += "\n\n";
	GUI::MessageDialog(message).runModal();

	if (ttsMan != nullptr)
		ttsMan->popState();
}

uint32 Engine::getTotalPlayTime() const {
	if (!_pauseLevel)
		return _system->getMillis() - _engineStartTime;
	else
		return _pauseStartTime - _engineStartTime;
}

void Engine::setTotalPlayTime(uint32 time) {
	const uint32 currentTime = _system->getMillis();

	// We need to reset the pause start time here in case the engine is already
	// paused to avoid any incorrect play time counting.
	if (_pauseLevel > 0)
		_pauseStartTime = currentTime;

	_engineStartTime = currentTime - time;
}

int Engine::runDialog(GUI::Dialog &dialog) {
	PauseToken pt = pauseEngine();
	int result = dialog.runModal();

	return result;
}

void Engine::setGameToLoadSlot(int slot) {
	_saveSlotToLoad = slot;
}

void Engine::syncSoundSettings() {
	defaultSyncSoundSettings();
}

void Engine::defaultSyncSoundSettings() {
	// Sync the engine with the config manager
	int soundVolumeMusic = ConfMan.getInt("music_volume");
	int soundVolumeSFX = ConfMan.getInt("sfx_volume");
	int soundVolumeSpeech = ConfMan.getInt("speech_volume");

	bool mute = false;
	if (ConfMan.hasKey("mute"))
		mute = ConfMan.getBool("mute");

	// We need to handle the speech mute separately here. This is because the
	// engine code should be able to rely on all speech sounds muted when the
	// user specified subtitles only mode, which results in "speech_mute" to
	// be set to "true". The global mute setting has precedence over the
	// speech mute setting though.
	bool speechMute = mute;
	if (!speechMute)
		speechMute = ConfMan.getBool("speech_mute");

	_mixer->muteSoundType(Audio::Mixer::kPlainSoundType, mute);
	_mixer->muteSoundType(Audio::Mixer::kMusicSoundType, mute);
	_mixer->muteSoundType(Audio::Mixer::kSFXSoundType, mute);
	_mixer->muteSoundType(Audio::Mixer::kSpeechSoundType, speechMute);

	_mixer->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, Audio::Mixer::kMaxMixerVolume);
	_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundVolumeMusic);
	_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolumeSFX);
	_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, soundVolumeSpeech);
}

void Engine::flipMute() {
	// Mute will be set to true by default here. This has two reasons:
	// - if the game already has an "mute" config entry, it will be overwritten anyway.
	// - if it does not have a "mute" config entry, the sound is unmuted currently and should be muted now.
	bool mute = true;

	if (ConfMan.hasKey("mute")) {
		mute = !ConfMan.getBool("mute");
	}

	ConfMan.setBool("mute", mute);

	syncSoundSettings();
}

Common::Error Engine::loadGameState(int slot) {
	// In case autosaves are on, do a save first before loading the new save
	saveAutosaveIfEnabled();

	Common::InSaveFile *saveFile = _saveFileMan->openForLoading(getSaveStateName(slot));

	if (!saveFile)
		return Common::kReadingFailed;

	Common::Error result = loadGameStream(saveFile);
	if (result.getCode() == Common::kNoError) {
		ExtendedSavegameHeader header;
		if (MetaEngine::readSavegameHeader(saveFile, &header))
			setTotalPlayTime(header.playtime);
	}

	delete saveFile;
	return result;
}

Common::Error Engine::loadGameStream(Common::SeekableReadStream *stream) {
	// Default to returning an error when not implemented
	return Common::kReadingFailed;
}

bool Engine::canLoadGameStateCurrently(Common::U32String *msg) {
	// Do not allow loading by default
	return false;
}

Common::Error Engine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
	Common::OutSaveFile *saveFile = _saveFileMan->openForSaving(getSaveStateName(slot));

	if (!saveFile)
		return Common::kWritingFailed;

	Common::Error result = saveGameStream(saveFile, isAutosave);
	if (result.getCode() == Common::kNoError) {
		getMetaEngine()->appendExtendedSave(saveFile, getTotalPlayTime(), desc, isAutosave);

		saveFile->finalize();
	}

	delete saveFile;
	return result;
}

Common::Error Engine::saveGameStream(Common::WriteStream *stream, bool isAutosave) {
	// Default to returning an error when not implemented
	return Common::kWritingFailed;
}

bool Engine::canSaveGameStateCurrently(Common::U32String *msg) {
	// Do not allow saving by default
	return false;
}

bool Engine::loadGameDialog() {
	if (!canLoadGameStateCurrently()) {
		g_system->displayMessageOnOSD(_("Loading game is currently unavailable"));
		return false;
	}

	GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"), false);

	int slotNum;
	{
		PauseToken pt = pauseEngine();
		slotNum = dialog->runModalWithCurrentTarget();
	}

	delete dialog;

	if (slotNum < 0)
		return false;

	Common::Error loadError = loadGameState(slotNum);
	if (loadError.getCode() != Common::kNoError) {
		GUI::MessageDialog errorDialog(loadError.getDesc());
		errorDialog.runModal();
		return false;
	}

	return true;
}

bool Engine::saveGameDialog() {
	if (!canSaveGameStateCurrently()) {
		g_system->displayMessageOnOSD(_("Saving game is currently unavailable"));
		return false;
	}

	GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
	int slotNum;
	{
		PauseToken pt = pauseEngine();
		slotNum = dialog->runModalWithCurrentTarget();
	}

	Common::String desc = dialog->getResultString();
	if (desc.empty())
		desc = dialog->createDefaultSaveDescription(slotNum);

	delete dialog;

	if (slotNum < 0)
		return false;

	Common::Error saveError = saveGameState(slotNum, desc);
	if (saveError.getCode() != Common::kNoError) {
		GUI::MessageDialog errorDialog(saveError.getDesc());
		errorDialog.runModal();
		return false;
	}

	return true;
}

void Engine::quitGame() {
	Common::Event event;

	event.type = Common::EVENT_QUIT;
	g_system->getEventManager()->pushEvent(event);
	_quitRequested = true;
}

bool Engine::shouldQuit() {
	Common::EventManager *eventMan = g_system->getEventManager();
	return eventMan->shouldQuit() || eventMan->shouldReturnToLauncher()
		|| _quitRequested;
}

GUI::Debugger *Engine::getOrCreateDebugger() {
	if (!_debugger)
		// Create a bare-bones debugger. This is useful for engines without their own
		// debugger when an error occurs
		_debugger = new GUI::Debugger();

	return _debugger;
}

PauseToken::PauseToken() : _engine(nullptr) {}

PauseToken::PauseToken(Engine *engine) : _engine(engine) {}

void PauseToken::operator=(const PauseToken &t2) {
	if (_engine) {
		error("Tried to assign to an already busy PauseToken");
	}
	_engine = t2._engine;
	if (_engine) {
		_engine->_pauseLevel++;
	}
}

PauseToken::PauseToken(const PauseToken &t2) : _engine(t2._engine) {
	if (_engine) {
		_engine->_pauseLevel++;
	}
}

void PauseToken::clear() {
	if (!_engine) {
		error("Tried to clear an already cleared PauseToken");
	}
	_engine->resumeEngine();
	_engine = nullptr;
}

PauseToken::~PauseToken() {
	if (_engine) {
		_engine->resumeEngine();
	}
}

#if __cplusplus >= 201103L
PauseToken::PauseToken(PauseToken &&t2) : _engine(t2._engine) {
	t2._engine = nullptr;
}

void PauseToken::operator=(PauseToken &&t2) {
	if (_engine) {
		error("Tried to assign to an already busy PauseToken");
	}
	_engine = t2._engine;
	t2._engine = nullptr;
}
#endif