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| Sword2Engine (OSystem *syst, const ADGameDescription *gameDesc) |
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int | getFramesPerSecond () |
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void | registerDefaultSettings () |
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void | readSettings () |
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void | writeSettings () |
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void | setupPersistentResources () |
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bool | getSubtitles () |
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void | setSubtitles (bool b) |
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Common::Error | saveGameState (int slot, const Common::String &desc, bool isAutosave=false) override |
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bool | canSaveGameStateCurrently (Common::U32String *msg=nullptr) override |
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Common::Error | loadGameState (int slot) override |
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bool | canLoadGameStateCurrently (Common::U32String *msg=nullptr) override |
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uint32 | setInputEventFilter (uint32 filter) |
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void | parseInputEvents () |
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bool | checkForMouseEvents () |
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MouseEvent * | mouseEvent () |
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KeyboardEvent * | keyboardEvent () |
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void | fetchPalette (byte *screenFile, byte *palBuffer) |
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byte * | fetchScreenHeader (byte *screenFile) |
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byte * | fetchLayerHeader (byte *screenFile, uint16 layerNo) |
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byte * | fetchShadingMask (byte *screenFile) |
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byte * | fetchAnimHeader (byte *animFile) |
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byte * | fetchCdtEntry (byte *animFile, uint16 frameNo) |
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byte * | fetchFrameHeader (byte *animFile, uint16 frameNo) |
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byte * | fetchBackgroundParallaxLayer (byte *screenFile, int layer) |
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byte * | fetchBackgroundLayer (byte *screenFile) |
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byte * | fetchForegroundParallaxLayer (byte *screenFile, int layer) |
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byte * | fetchTextLine (byte *file, uint32 text_line) |
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bool | checkTextLine (byte *file, uint32 text_line) |
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byte * | fetchPaletteMatchTable (byte *screenFile) |
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uint32 | saveGame (uint16 slotNo, const byte *description) |
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uint32 | restoreGame (uint16 slotNo) |
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uint32 | getSaveDescription (uint16 slotNo, byte *description) |
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bool | saveExists () |
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bool | saveExists (uint16 slotNo) |
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uint32 | restoreFromBuffer (byte *buffer, uint32 size) |
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Common::String | getSaveStateName (int slot) const override |
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uint32 | findBufferSize () |
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void | startGame () |
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void | gameCycle () |
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void | restartGame () |
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void | sleepUntil (uint32 time) |
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void | initializeFontResourceFlags () |
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void | initializeFontResourceFlags (uint8 language) |
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bool | initStartMenu () |
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void | registerStartPoint (int32 key, char *name) |
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uint32 | getNumStarts () |
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uint32 | getNumScreenManagers () |
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StartUp * | getStartList () |
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void | runStart (int start) |
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uint32 | getMillis () |
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MetaEngine * | getMetaEngine () const |
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void | setMetaEngine (MetaEngine *metaEngine) |
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PauseToken | pauseEngine () |
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bool | isPaused () const |
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void | openMainMenuDialog () |
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uint32 | getTotalPlayTime () const |
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void | setTotalPlayTime (uint32 time=0) |
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Common::TimerManager * | getTimerManager () |
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Common::EventManager * | getEventManager () |
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Common::SaveFileManager * | getSaveFileManager () |
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bool | existExtractedCDAudioFiles (uint track=1) |
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bool | isDataAndCDAudioReadFromSameCD () |
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void | warnMissingExtractedCDAudio () |
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void | handleAutoSave () |
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void | saveAutosaveIfEnabled () |
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virtual bool | canSaveAutosaveCurrently () |
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virtual int | getAutosaveSlot () const |
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| Engine (OSystem *syst) |
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virtual | ~Engine () |
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virtual void | initializePath (const Common::FSNode &gamePath) |
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virtual void | errorString (const char *buf_input, char *buf_output, int buf_output_size) |
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virtual GUI::Debugger * | getDebugger () final |
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void | setDebugger (GUI::Debugger *debugger) |
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GUI::Debugger * | getOrCreateDebugger () |
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bool | enhancementEnabled (int32 cls) |
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virtual void | applyGameSettings () |
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virtual void | flipMute () |
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virtual Common::Error | loadGameStream (Common::SeekableReadStream *stream) |
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void | setGameToLoadSlot (int slot) |
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virtual Common::Error | saveGameStream (Common::WriteStream *stream, bool isAutosave=false) |
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bool | saveGameDialog () |
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bool | loadGameDialog () |
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void Sword2::Sword2Engine::syncSoundSettings |
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overrideprotectedvirtual |
Notify the engine that the sound settings in the config manager might have changed and that it should adjust any internal volume (and other) values accordingly.
The default implementation sets the volume levels of all mixer sound types according to the config entries of the active domain. When overwriting, call the default implementation first, then adjust the volumes further (if required).
- Note
- When setting volume levels, respect the "mute" config entry.
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The volume for the plain sound type is reset to the maximum volume. If the engine can associate its own value for this type, it needs to overwrite this member and set it accordingly.
Reimplemented from Engine.