◆ run()
Initialize the engine and start its main loop.
- Returns
- kNoError on success, otherwise an error code.
Implements Engine.
◆ pauseEngineIntern()
void Hpl1::Hpl1Engine::pauseEngineIntern |
( |
bool |
pause | ) |
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overrideprotectedvirtual |
◆ getGameId()
◆ getRandomNumber()
uint32 Hpl1::Hpl1Engine::getRandomNumber |
( |
uint |
maxNum | ) |
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inline |
◆ hasFeature()
Determine whether the engine supports the specified feature.
Reimplemented from Engine.
◆ canLoadGameStateCurrently()
bool Hpl1::Hpl1Engine::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.
◆ 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.
◆ syncGame()
Uses a serializer to allow implementing savegame loading and saving using a single method
◆ 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.
◆ 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.
The documentation for this class was generated from the following file: