◆ initialize()
virtual bool Ultima::Shared::UltimaEngine::initialize |
( |
| ) |
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protectedvirtual |
◆ deinitialize()
virtual void Ultima::Shared::UltimaEngine::deinitialize |
( |
| ) |
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inlineprotectedvirtual |
◆ isDataRequired()
virtual bool Ultima::Shared::UltimaEngine::isDataRequired |
( |
Common::Path & |
folder, |
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int & |
majorVersion, |
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int & |
minorVersion |
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) |
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inlineprotectedvirtual |
◆ hasFeature()
bool Ultima::Shared::UltimaEngine::hasFeature |
( |
EngineFeature |
f | ) |
const |
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overridevirtual |
Returns supported engine features
Reimplemented from Engine.
◆ getFeatures()
uint32 Ultima::Shared::UltimaEngine::getFeatures |
( |
| ) |
const |
◆ getLanguage()
Return the game's language
◆ getGameId()
GameId Ultima::Shared::UltimaEngine::getGameId |
( |
| ) |
const |
Returns the game type being played
◆ isEnhanced()
bool Ultima::Shared::UltimaEngine::isEnhanced |
( |
| ) |
const |
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inline |
Returns true if the game is running an enhanced version as compared to the original game
◆ GUIError()
Show a message in a GUI dialog
◆ getRandomNumber() [1/2]
uint Ultima::Shared::UltimaEngine::getRandomNumber |
( |
uint |
maxVal | ) |
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inline |
◆ getRandomNumber() [2/2]
uint Ultima::Shared::UltimaEngine::getRandomNumber |
( |
uint |
min, |
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uint |
max |
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) |
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inline |
◆ getGameDirectory()
Common::FSNode Ultima::Shared::UltimaEngine::getGameDirectory |
( |
| ) |
const |
Returns a file system node for the game directory
◆ canLoadGameStateCurrently() [1/2]
virtual bool Ultima::Shared::UltimaEngine::canLoadGameStateCurrently |
( |
bool |
isAutosave | ) |
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pure virtual |
◆ canLoadGameStateCurrently() [2/2]
bool Ultima::Shared::UltimaEngine::canLoadGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
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inlineoverridevirtual |
Indicates whether a game state can be loaded.
Reimplemented from Engine.
◆ canSaveGameStateCurrently() [1/2]
virtual bool Ultima::Shared::UltimaEngine::canSaveGameStateCurrently |
( |
bool |
isAutosave | ) |
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pure virtual |
◆ canSaveGameStateCurrently() [2/2]
bool Ultima::Shared::UltimaEngine::canSaveGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
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inlineoverridevirtual |
Indicates whether a game state can be saved.
Reimplemented from Engine.
The documentation for this class was generated from the following file: