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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 GLK_COMPREHEND_COMPREHEND_H
#define GLK_COMPREHEND_COMPREHEND_H
#include "common/scummsys.h"
#include "glk/comprehend/game.h"
#include "glk/glk_api.h"
#include "glk/window_graphics.h"
#include "glk/window_text_buffer.h"
#include "glk/window_text_grid.h"
namespace Glk {
namespace Comprehend {
class DrawSurface;
class Pics;
#define EXTRA_STRING_TABLE(x) (0x8200 | (x))
struct GameStrings {
uint16 game_restart;
};
/**
* Comprehend engine
*/
class Comprehend : public GlkAPI {
private:
int _saveSlot; ///< Save slot when loading savegame from launcher
bool _graphicsEnabled;
bool _disableSaves;
public:
GraphicsWindow *_topWindow;
TextGridWindow *_roomDescWindow;
TextBufferWindow *_bottomWindow;
DrawSurface *_drawSurface;
ComprehendGame *_game;
Pics *_pics;
uint _drawFlags;
private:
/**
* Initialization code
*/
void initialize();
/**
* Deinitialization
*/
void deinitialize();
/**
* Create the debugger
*/
void createDebugger() override;
/**
* Creates the appropriate game class
*/
void createGame();
protected:
/**
* Loads the configuration
*/
void createConfiguration() override;
public:
/**
* Constructor
*/
Comprehend(OSystem *syst, const GlkGameDescription &gameDesc);
~Comprehend() override;
/**
* Returns the running interpreter type
*/
InterpreterType getInterpreterType() const override {
return INTERPRETER_SCOTT;
}
/**
* Initialize the graphics
*/
void initGraphicsMode() override;
/**
* Execute the game
*/
void runGame() override;
/**
* Handles loading a savegame selected from the launcher
*/
bool loadLauncherSavegameIfNeeded();
/**
* Load a savegame from the passed Quetzal file chunk stream
*/
Common::Error readSaveData(Common::SeekableReadStream *rs) override;
/**
* Save the game. The passed write stream represents access to the UMem chunk
* in the Quetzal save file that will be created
*/
Common::Error writeGameData(Common::WriteStream *ws) override;
/**
* Print string to the buffer window
*/
void print(const char *fmt, ...);
/**
* Print unicode-string to the buffer window
*/
template<class... TParam>
void print(const Common::U32String &fmt, TParam... param);
/**
* Prints the room description in the room description window
*/
void printRoomDesc(const Common::String &desc);
/**
* Read an input line
*/
void readLine(char *buffer, size_t maxLen);
/**
* Read in a character
*/
int readChar();
/**
* Draw a picture
*/
void drawPicture(uint pictureNum);
/**
* Draw a location image
*/
void drawLocationPicture(int pictureNum, bool clearBg = true);
/**
* Draw an item image
*/
void drawItemPicture(int pictureNum);
/**
* Clear the picture area
*/
void clearScreen(bool isBright);
/**
* Toggles whether the picture window is visible
*/
bool toggleGraphics();
/**
* Ensures the picture window is visible
*/
void showGraphics();
/**
* Returns true if the graphics area is visible
*/
bool isGraphicsEnabled() const {
return _graphicsEnabled;
}
ComprehendGame *getGame() const {
return _game;
}
/**
* Returns true if a savegame can be loaded
*/
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override {
return !_disableSaves && GlkAPI::canLoadGameStateCurrently();
}
/**
* Returns true if the game can be saved
*/
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override {
return !_disableSaves && GlkAPI::canSaveGameStateCurrently();
}
/**
* Set whether saving and loading is currently available
*/
void setDisableSaves(bool flag) {
_disableSaves = flag;
}
/**
* Returns true if an input line is currently active
*/
bool isInputLineActive() const;
private:
void print_u32_internal(const Common::U32String *fmt, ...);
};
template<class... TParam>
void Comprehend::print(const Common::U32String &fmt, TParam... param) {
print_u32_internal(&fmt, Common::forward<TParam>(param)...);
}
extern Comprehend *g_comprehend;
} // End of namespace Comprehend
} // End of namespace Glk
#endif
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