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| M4Engine (OSystem *syst, const M4GameDescription *gameDesc) |
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uint32 | getFeatures () const |
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bool | useOriginalSaveLoad () const |
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Common::String | getGameId () const |
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int | getGameType () const |
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Common::Language | getLanguage () const |
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int | isDemo () const |
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uint32 | getRandomNumber (uint maxNum) |
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bool | hasFeature (EngineFeature f) const override |
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bool | canLoadGameStateCurrently (Common::U32String *msg=nullptr) override |
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bool | canSaveGameStateCurrently (Common::U32String *msg=nullptr) override |
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void | syncSoundSettings () override |
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Common::Error | loadGameState (int slot) override |
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Common::Error | loadGameStateDoIt (int slot) |
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Common::Error | syncGame (Common::Serializer &s) |
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virtual void | syncFlags (Common::Serializer &s)=0 |
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Common::Error | saveGameStream (Common::WriteStream *stream, bool isAutosave=false) override |
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Common::Error | loadGameStream (Common::SeekableReadStream *stream) override |
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bool | autosaveExists () const |
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bool | savesExist () const |
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SaveStateList | listSaves () const |
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bool | loadSaveThumbnail (int slotNum, M4sprite *thumbnail) const |
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bool | saveGameFromMenu (int slotNum, const Common::String &desc, Graphics::Surface &thumbnail) |
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virtual void | showSaveScreen () |
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virtual void | showLoadScreen (LoadDialogSource fromMainMenu) |
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virtual void | showEngineInfo ()=0 |
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MetaEngine * | getMetaEngine () const |
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void | setMetaEngine (MetaEngine *metaEngine) |
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PauseToken | pauseEngine () |
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bool | isPaused () const |
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void | openMainMenuDialog () |
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uint32 | getTotalPlayTime () const |
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void | setTotalPlayTime (uint32 time=0) |
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Common::TimerManager * | getTimerManager () |
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Common::EventManager * | getEventManager () |
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Common::SaveFileManager * | getSaveFileManager () |
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bool | existExtractedCDAudioFiles (uint track=1) |
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bool | isDataAndCDAudioReadFromSameCD () |
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void | warnMissingExtractedCDAudio () |
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void | handleAutoSave () |
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void | saveAutosaveIfEnabled () |
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virtual bool | canSaveAutosaveCurrently () |
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virtual int | getAutosaveSlot () const |
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| Engine (OSystem *syst) |
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virtual | ~Engine () |
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virtual void | initializePath (const Common::FSNode &gamePath) |
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virtual void | errorString (const char *buf_input, char *buf_output, int buf_output_size) |
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virtual GUI::Debugger * | getDebugger () final |
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void | setDebugger (GUI::Debugger *debugger) |
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GUI::Debugger * | getOrCreateDebugger () |
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bool | enhancementEnabled (int32 cls) |
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virtual void | applyGameSettings () |
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virtual void | flipMute () |
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virtual Common::String | getSaveStateName (int slot) const |
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void | setGameToLoadSlot (int slot) |
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virtual Common::Error | saveGameState (int slot, const Common::String &desc, bool isAutosave=false) |
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bool | saveGameDialog () |
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bool | loadGameDialog () |
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void | global_section_constructor () |
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void | section_room_constructor () |
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void | game_daemon_code () |
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void | parse_player_command_now () |
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void | section_init () |
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void | daemon () |
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void | global_room_init () |
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void | tick () |
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void | section_parser () |
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void | room_preload () |
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void | room_init () |
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void | room_daemon () |
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void | room_pre_parser () |
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void | room_parser () |
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void | room_error () |
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void | room_shutdown () |
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HotSpotRec * | custom_hotspot_which (int x, int y) |
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Room * | getRoom (int room) const |
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void | m4SceneLoad () |
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void | m4RunScene () |
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void | m4EndScene () |
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void | pal_game_task () |
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void | camera_shift_xy (int32 x, int32 y) |
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void | adv_camera_pan_step (int32 step) |
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bool | game_camera_panning () const |
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virtual void | global_daemon ()=0 |
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virtual void | global_pre_parser () |
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virtual void | global_parser ()=0 |
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void | global_error_code () |
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void M4::M4Engine::syncSoundSettings |
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overridevirtual |
Notify the engine that the sound settings in the config manager might have changed and that it should adjust any internal volume (and other) values accordingly.
The default implementation sets the volume levels of all mixer sound types according to the config entries of the active domain. When overwriting, call the default implementation first, then adjust the volumes further (if required).
- Note
- When setting volume levels, respect the "mute" config entry.
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The volume for the plain sound type is reset to the maximum volume. If the engine can associate its own value for this type, it needs to overwrite this member and set it accordingly.
Reimplemented from Engine.