File: mutationofjb.h

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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 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/>.
 *
 */

#ifndef MUTATIONOFJB_MUTATIONOFJB_H
#define MUTATIONOFJB_MUTATIONOFJB_H

#include "engines/engine.h"
#include "mutationofjb/script.h"

struct ADGameDescription;

namespace Common {
struct Event;
class Serializer;
}

namespace Graphics {
class Screen;
}

namespace MutationOfJB {

class Console;
class Game;
class GuiScreen;

struct SaveHeader {
	bool sync(Common::Serializer &sz);

	Common::String _description;
};

class MutationOfJBEngine : public Engine {
public:
	enum CursorState {
		CURSOR_OFF,
		CURSOR_IDLE,
		CURSOR_ACTIVE
	};

	MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc);
	~MutationOfJBEngine() override;

	Common::Error run() override;
	Graphics::Screen *getScreen() const;
	Game &getGame();
	void setCursorState(CursorState cursorState);

	bool hasFeature(EngineFeature f) const override;
	bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
	Common::Error loadGameState(int slot) override;
	bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
	Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;

	const ADGameDescription *getGameDescription() const;

private:
	bool loadGameData(bool partB);
	void setupCursor();
	void updateCursorPalette();

	const ADGameDescription *_gameDesc;
	Graphics::Screen *_screen;
	Game *_game;
	uint8 _mapObjectId;

	CursorState _cursorState;
	GuiScreen *_currentScreen;
};

}

#endif