ScummVM API documentation
Access Namespace Reference

Classes

class  AccessEngine
 
struct  AccessGameDescription
 
struct  AccessSavegameHeader
 
class  AccessVIDMovieDecoder
 
class  AmazonFont
 
class  Animation
 
class  AnimationFrame
 
class  AnimationFramePart
 
class  AnimationManager
 
class  AnimationResource
 
class  ASurface
 
class  BaseSurface
 
class  BubbleBox
 
struct  CellIdent
 
class  CharEntry
 
class  CharManager
 
struct  DeathEntry
 
class  DeathList
 
class  Debugger
 
class  EventsManager
 
class  ExtraCell
 
struct  FileIdent
 
class  FileManager
 
class  Font
 
class  FontManager
 
struct  FontVal
 
class  ImageEntry
 
class  ImageEntryList
 
class  InventoryEntry
 
class  InventoryManager
 
class  JetFrame
 
class  LzwDecompressor
 
class  Manager
 
class  MartianFont
 
class  MusicManager
 
class  Player
 
class  Plotter
 
class  Resource
 
class  Resources
 
class  Room
 
class  RoomInfo
 
class  Screen
 
struct  ScreenSave
 
class  Scripts
 
struct  SoundEntry
 
class  SoundManager
 
class  SpriteFrame
 
class  SpriteResource
 
struct  TimerEntry
 
class  TimerList
 
class  VideoPlayer
 

Typedefs

typedef void(Scripts::* ScriptMethodPtr) ()
 

Enumerations

enum  AccessDebugChannels { kDebugPath = 1 << 0, kDebugScripts = 1 << 1, kDebugGraphics = 1 << 2, kDebugSound = 1 << 3 }
 
enum  ImageFlag { IMGFLAG_CROPPED = 1, IMGFLAG_BACKWARDS = 2, IMGFLAG_DRAWN = 4, IMGFLAG_UNSCALED = 8 }
 
enum  BoxType {
  TYPE_0 = 0, TYPE_1 = 1, TYPE_2 = 2, TYPE_3 = 3,
  kBoxTypeFileDialog = 4
}
 
enum  { GType_Amazon = 1, GType_MartianMemorandum = 2, GType_Noctropolis = 3 }
 
enum  CursorType {
  CURSOR_NONE = -1, CURSOR_ARROW = 0, CURSOR_CROSSHAIRS, CURSOR_2,
  CURSOR_3, CURSOR_LOOK, CURSOR_USE, CURSOR_TAKE,
  CURSOR_CLIMB, CURSOR_TALK, CURSOR_HELP, CURSOR_INVENTORY = 99
}
 
enum  ItemState { ITEM_NOT_FOUND = 0, ITEM_IN_INVENTORY = 1, ITEM_USED = 2 }
 
enum  Direction {
  NONE = 0, UP = 1, DOWN = 2, LEFT = 3,
  RIGHT = 4, UPRIGHT = 5, DOWNRIGHT = 6, UPLEFT = 7,
  DOWNLEFT = 8
}
 
enum  Function {
  FN_NONE = 0, FN_CLEAR1 = 1, FN_CLEAR2 = 2, FN_RELOAD = 3,
  FN_BREAK = 4
}
 
enum  kDebugLevels {
  kVIDMovieChunkId_FullFrame = 0x00, kVIDMovieChunkId_FullFrameCompressed = 0x01, kVIDMovieChunkId_Palette = 0x02, kVIDMovieChunkId_FullFrameCompressedFill = 0x03,
  kVIDMovieChunkId_PartialFrameCompressed = 0x04, kVIDMovieChunkId_EndOfFile = 0x14, kVIDMovieChunkId_AudioFirstChunk = 0x7C, kVIDMovieChunkId_Audio = 0x7D
}
 
enum  VideoFlags { VIDEOFLAG_NONE = 0, VIDEOFLAG_BG = 1 }
 

Functions

uint32 decompressDBE (byte *source, byte **dest)
 

Variables

const char *const _estTable []
 
const byte INITIAL_PALETTE [18 *3]
 
const char *const GENERAL_MESSAGES []
 
const char *const ESP_GENERAL_MESSAGES []
 
const int INVCOORDS [][4]
 

Detailed Description

This is the namespace of the Access engine.

Status of this engine: In Development

Games using this engine:

  • Amazon: Guardians of Eden