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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 ASYLUM_SYSTEM_CONFIG_H
#define ASYLUM_SYSTEM_CONFIG_H
#include "common/array.h"
#include "common/singleton.h"
#include "common/config-manager.h"
namespace Asylum {
/**
* The ConfigurationManager is where the common configuration options used
* by the engine are bound.
*
* These options can be set through the main menu
*/
class ConfigurationManager: public Common::Singleton<ConfigurationManager> {
public:
//////////////////////////////////////////////////////////////////////////
// Normal configuration
//////////////////////////////////////////////////////////////////////////
// Default options
int32 musicVolume;
int32 sfxVolume;
int32 voiceVolume;
bool showMovieSubtitles;
// Engine options
bool showEncounterSubtitles;
int gammaLevel;
int32 ambientVolume;
int32 movieVolume;
bool musicStatus; // On or Off
bool reverseStereo;
int performance; ///< performance only affects sound: perf > 0 ? 22050hz/16bit : 11025hz/8bit
int animationsSpeed;
char keyShowVersion;
char keyQuickSave;
char keyQuickLoad;
char keySwitchToSara;
char keySwitchToGrimwall;
char keySwitchToOlmec;
//////////////////////////////////////////////////////////////////////////
// Misc configuration options (not shown in GUI)
//////////////////////////////////////////////////////////////////////////
// This will play the scene title loading up progress before the scene is entered.
// This is just a convenience, as there's no need for the type of pre-loading that
// was performed in the original
bool showSceneLoading;
// This option will prevent the intro movies from being played whenever the engine is started
bool showIntro;
/**
* Load configuration file
*/
void read();
/**
* Save a value to the configuration file
*/
void write();
/**
* Query if 'key' is assigned.
*
* @param key The key.
*
* @return true if key assigned, false if not.
*/
bool isKeyAssigned(char key) const;
private:
friend class Common::Singleton<SingletonBaseType>;
ConfigurationManager();
virtual ~ConfigurationManager();
};
#define Config (::Asylum::ConfigurationManager::instance())
} // end of namespace Asylum
#endif // ASYLUM_SYSTEM_CONFIG_H
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