ScummVM API documentation
engine.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef AGS_ENGINE_MAIN_ENGINE_H
23 #define AGS_ENGINE_MAIN_ENGINE_H
24 
25 #include "ags/shared/util/ini_util.h"
26 
27 namespace AGS3 {
28 
29 const char *get_engine_name();
30 const char *get_engine_version();
31 AGS::Shared::String get_engine_version_and_build();
32 
33 void show_preload();
34 void engine_init_game_settings();
35 int initialize_engine(const AGS::Shared::ConfigTree &startup_opts);
36 
37 struct DisplayModeSetup;
38 // Try to set new graphics mode deduced from given configuration;
39 // if requested mode fails, tries to find any compatible mode close to the
40 // requested one.
41 bool engine_try_set_gfxmode_any(const DisplayModeSetup &setup);
42 // Tries to switch between fullscreen and windowed mode; uses previously saved
43 // setup if it is available, or default settings for the new mode
44 bool engine_try_switch_windowed_gfxmode();
45 // Update graphic renderer and render frame when window size changes
46 void engine_on_window_changed(const Size &sz);
47 // Shutdown graphics mode (used before shutting down tha application)
48 void engine_shutdown_gfxmode();
49 
50 using AGS::Shared::String;
51 // Defines a package file location
52 struct PackLocation {
53  String Name; // filename, for the reference or to use as an ID
54  String Path; // full path
55 };
56 // Game resource paths
57 // TODO: the asset path configuration should certainly be revamped at some
58 // point, with uniform method of configuring auxiliary paths and packages.
59 struct ResourcePaths {
60  PackLocation GamePak; // main game package
61  PackLocation AudioPak; // audio package
62  PackLocation SpeechPak; // voice-over package
63  String DataDir; // path to the data directory
64  bool VoiceAvail = false; // tells whether voice files available in either location
65  // NOTE: optional directories are currently only for compatibility with Editor (game test runs)
66  // This is bit ugly, but remain so until more flexible configuration is designed
67  String DataDir2; // optional data directory
68  String AudioDir2; // optional audio directory
69  String VoiceDir2; // optional voice-over directory (base)
70  String VoiceDirSub;// full voice-over directory with optional sub-dir
71 };
72 
73 // (Re-)Assign all known asset search paths to the AssetManager
74 void engine_assign_assetpaths();
75 
76 // Register a callback that will be called before engine is initialised.
77 // Used for apps to register their own plugins and other configuration
78 typedef void (*t_engine_pre_init_callback)(void);
79 extern void engine_set_pre_init_callback(t_engine_pre_init_callback callback);
80 
81 } // namespace AGS3
82 
83 #endif
Definition: engine.h:52
Definition: engine.h:59
Definition: string.h:62
Definition: ags.h:40