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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/>.
*
*/
// Wrapper around script "System" struct, managing access to its variables.
// ScriptSystem is a readable/writeable struct which had been exposed to
// script in older versions of API (deprecated).
// WARNING: it *MUST* keep its size exact to avoid breaking address offsets
// when running old scripts. In case of emergency you may use its reserved
// fields, but it's not recommended to do, as this struct is not a part of
// the modern API anymore.
#ifndef AGS_ENGINE_DYNOBJ_SCRIPT_SYSTEM_H
#define AGS_ENGINE_DYNOBJ_SCRIPT_SYSTEM_H
#include "ags/engine/ac/dynobj/cc_ags_dynamic_object.h"
namespace AGS3 {
struct ScriptSystem : AGSCCStaticObject {
int width = 0; // game screen width
int height = 0; // game screen height
int coldepth = 0; // game's color depth, in bits per pixel (8, 16, 32)
int os = 0; // operating system's code (see eScriptSystemOSID)
int windowed = 0; // windowed/fullscreen flag
int vsync = 0; // vertical sync flag
int viewport_width = 0; // game viewport width (normal or letterboxed)
int viewport_height = 0; // game viewport height (normal or letterboxed)
char aci_version[10]{}; // engine version string (informational)
int reserved[5]{}; // reserved fields
int32_t ReadInt32(void *address, intptr_t offset) override;
void WriteInt32(void *address, intptr_t offset, int32_t val) override;
};
} // namespace AGS3
#endif
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