◆ run()
Initialize the engine and start its main loop.
- Returns
- kNoError on success, otherwise an error code.
Implements Engine.
◆ hasFeature()
Determine whether the engine supports the specified feature.
Reimplemented from Engine.
◆ canLoadGameStateCurrently()
bool Chamber::ChamberEngine::canLoadGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
|
|
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 Chamber::ChamberEngine::canSaveGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
|
|
inlineoverridevirtual |
Indicate whether a game state can be saved.
- Parameters
-
msg | Optional pointer to message explaining why it is disabled |
Reimplemented from Engine.
◆ loadGameStream()
Load a game state.
- Parameters
-
stream | The stream to load the save state from. |
- Returns
- kNoError on success, otherwise an error code.
Reimplemented from Engine.
◆ saveGameStream()
Save a game state.
- Parameters
-
stream | The write stream to save the savegame data to. |
isAutosave | Expected to be true if an autosave is being created. |
- Returns
- kNoError on success, otherwise an error code.
Reimplemented from Engine.
The documentation for this class was generated from the following file: