ScummVM API documentation
Sword1::SwordEngine Class Reference
Inheritance diagram for Sword1::SwordEngine:
Engine

Public Member Functions

 SwordEngine (OSystem *syst, const ADGameDescription *gameDesc)
 
void reinitialize ()
 
bool mouseIsActive ()
 
void updateTopMenu ()
 
void updateBottomMenu ()
 
void fadePaletteStep ()
 
void startFadePaletteDown (int speed)
 
void startFadePaletteUp (int speed)
 
void waitForFade ()
 
bool screenIsFading ()
 
bool fadeDirectionIsUp ()
 
void setMenuToTargetState ()
 
void showDebugInfo ()
 
- Public Member Functions inherited from Engine
MetaEnginegetMetaEngine () const
 
void setMetaEngine (MetaEngine *metaEngine)
 
PauseToken pauseEngine ()
 
bool isPaused () const
 
void openMainMenuDialog ()
 
uint32 getTotalPlayTime () const
 
void setTotalPlayTime (uint32 time=0)
 
Common::TimerManagergetTimerManager ()
 
Common::EventManagergetEventManager ()
 
Common::SaveFileManagergetSaveFileManager ()
 
bool existExtractedCDAudioFiles (uint track=1)
 
bool isDataAndCDAudioReadFromSameCD ()
 
void warnMissingExtractedCDAudio ()
 
void handleAutoSave ()
 
void saveAutosaveIfEnabled ()
 
virtual bool canSaveAutosaveCurrently ()
 
virtual int getAutosaveSlot () const
 
 Engine (OSystem *syst)
 
virtual ~Engine ()
 
virtual void initializePath (const Common::FSNode &gamePath)
 
virtual void errorString (const char *buf_input, char *buf_output, int buf_output_size)
 
virtual GUI::DebuggergetDebugger () final
 
void setDebugger (GUI::Debugger *debugger)
 
GUI::DebuggergetOrCreateDebugger ()
 
virtual void applyGameSettings ()
 
virtual void flipMute ()
 
virtual Common::Error loadGameStream (Common::SeekableReadStream *stream)
 
void setGameToLoadSlot (int slot)
 
virtual Common::Error saveGameStream (Common::WriteStream *stream, bool isAutosave=false)
 
bool saveGameDialog ()
 
bool loadGameDialog ()
 

Static Public Member Functions

static bool isMac ()
 
static bool isPsx ()
 
static bool isWindows ()
 
- Static Public Member Functions inherited from Engine
static void quitGame ()
 
static bool shouldQuit ()
 
static MetaEngineDetectiongetMetaEngineDetection ()
 
static bool warnUserAboutUnsupportedGame (Common::String msg=Common::String())
 
static void errorUnsupportedGame (Common::String extraMsg)
 

Public Attributes

uint32 _features
 
int _inTimer = -1
 
int32 _vbl60HzUSecElapsed = 0
 
int _vblCount = 0
 
int _rate = DEFAULT_FRAME_TIME / 10
 
int _targetFrameTime = DEFAULT_FRAME_TIME
 
uint32 _mainLoopFrameCount = 0
 
uint32 _ticker = 0
 
- Public Attributes inherited from Engine
OSystem_system
 
Audio::Mixer_mixer
 

Static Public Attributes

static SystemVars _systemVars
 

Protected Member Functions

Common::Error init ()
 
Common::Error go ()
 
Common::Error run () override
 
bool hasFeature (EngineFeature f) const override
 
void syncSoundSettings () override
 
Common::Error loadGameState (int slot) override
 
bool canLoadGameStateCurrently (Common::U32String *msg=nullptr) override
 
Common::Error saveGameState (int slot, const Common::String &desc, bool isAutosave=false) override
 
bool canSaveGameStateCurrently (Common::U32String *msg=nullptr) override
 
Common::String getSaveStateName (int slot) const override
 
- Protected Member Functions inherited from Engine
virtual int runDialog (GUI::Dialog &dialog)
 
void defaultSyncSoundSettings ()
 
virtual void pauseEngineIntern (bool pause)
 

Additional Inherited Members

- Public Types inherited from Engine
enum  EngineFeature {
  kSupportsSubtitleOptions, kSupportsReturnToLauncher, kSupportsLoadingDuringRuntime, kSupportsSavingDuringRuntime,
  kSupportsChangingOptionsDuringRuntime, kSupportsArbitraryResolutions, kSupportsHelp, kSupportsQuitDialogOverride
}
 
- Protected Attributes inherited from Engine
Common::TimerManager_timer
 
Common::EventManager_eventMan
 
Common::SaveFileManager_saveFileMan
 
GUI::Dialog_mainMenuDialog
 
const Common::String _targetName
 

Member Function Documentation

◆ run()

Common::Error Sword1::SwordEngine::run ( )
inlineoverrideprotectedvirtual

Initialize the engine and start its main loop.

Returns
kNoError on success, otherwise an error code.

Implements Engine.

◆ hasFeature()

bool Sword1::SwordEngine::hasFeature ( EngineFeature  f) const
overrideprotectedvirtual

Determine whether the engine supports the specified feature.

Reimplemented from Engine.

◆ syncSoundSettings()

void Sword1::SwordEngine::syncSoundSettings ( )
overrideprotectedvirtual

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.
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.

◆ loadGameState()

Common::Error Sword1::SwordEngine::loadGameState ( int  slot)
overrideprotectedvirtual

Load a game state.

Parameters
slotThe slot from which a save state should be loaded.
Returns
kNoError on success, otherwise an error code.

Reimplemented from Engine.

◆ canLoadGameStateCurrently()

bool Sword1::SwordEngine::canLoadGameStateCurrently ( Common::U32String msg = nullptr)
overrideprotectedvirtual

Indicate whether a game state can be loaded.

Parameters
msgOptional pointer to message explaining why it is disabled

Reimplemented from Engine.

◆ saveGameState()

Common::Error Sword1::SwordEngine::saveGameState ( int  slot,
const Common::String desc,
bool  isAutosave = false 
)
overrideprotectedvirtual

Save a game state.

Parameters
slotThe slot into which the save state should be stored.
descDescription for the save state, entered by the user.
isAutosaveExpected to be true if an autosave is being created.
Returns
kNoError on success, otherwise an error code.

Reimplemented from Engine.

◆ canSaveGameStateCurrently()

bool Sword1::SwordEngine::canSaveGameStateCurrently ( Common::U32String msg = nullptr)
overrideprotectedvirtual

Indicate whether a game state can be saved.

Parameters
msgOptional pointer to message explaining why it is disabled

Reimplemented from Engine.

◆ getSaveStateName()

Common::String Sword1::SwordEngine::getSaveStateName ( int  slot) const
inlineoverrideprotectedvirtual

Generate the savegame filename.

Reimplemented from Engine.


The documentation for this class was generated from the following file: