◆ run()
Initialize the engine and start its main loop.
- Returns
- kNoError on success, otherwise an error code.
Implements Engine.
◆ initializePath()
void Crab::CrabEngine::initializePath |
( |
const Common::FSNode & |
gamePath | ) |
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overridevirtual |
Initialize SearchMan according to the game path.
By default, this adds the directory in non-flat mode with a depth of 4 as priority 0 to SearchMan.
- Parameters
-
gamePath | The base directory of the game data. |
Reimplemented from Engine.
◆ getGameId()
◆ getRandomNumber()
uint32 Crab::CrabEngine::getRandomNumber |
( |
uint |
maxNum | ) |
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inline |
◆ hasFeature()
Determine whether the engine supports the specified feature.
Reimplemented from Engine.
◆ canLoadGameStateCurrently()
bool Crab::CrabEngine::canLoadGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
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inlineoverridevirtual |
Indicate whether a game state can be loaded.
- Parameters
-
msg | Optional pointer to message explaining why it is disabled |
Reimplemented from Engine.
◆ canSaveGameStateCurrently()
bool Crab::CrabEngine::canSaveGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
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overridevirtual |
Indicate whether a game state can be saved.
- Parameters
-
msg | Optional pointer to message explaining why it is disabled |
Reimplemented from Engine.
◆ syncGame()
Uses a serializer to allow implementing savegame loading and saving using a single method
◆ saveGameState()
Save a game state.
- Parameters
-
slot | The slot into which the save state should be stored. |
desc | Description for the save state, entered by the user. |
isAutosave | Expected to be true if an autosave is being created. |
- Returns
- kNoError on success, otherwise an error code.
Reimplemented from Engine.
◆ loadGameState()
Load a game state.
- Parameters
-
slot | The slot from which a save state should be loaded. |
- Returns
- kNoError on success, otherwise an error code.
Reimplemented from Engine.
◆ syncSoundSettings()
void Crab::CrabEngine::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.
-
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.
The documentation for this class was generated from the following file: