◆ run()
Initialize the engine and start its main loop.
- Returns
- kNoError on success, otherwise an error code.
Implements Engine.
◆ hasFeature()
| bool Wintermute::WintermuteEngine::hasFeature |
( |
EngineFeature |
f | ) |
const |
|
overridevirtual |
Determine whether the engine supports the specified feature.
Reimplemented from Engine.
◆ loadGameState()
| Common::Error Wintermute::WintermuteEngine::loadGameState |
( |
int |
slot | ) |
|
|
overridevirtual |
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.
◆ canLoadGameStateCurrently()
| bool Wintermute::WintermuteEngine::canLoadGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
|
|
overridevirtual |
Indicate whether a game state can be loaded.
- Parameters
-
| msg | Optional pointer to message explaining why it is disabled |
Reimplemented from Engine.
◆ saveGameState()
Save a game state.
- Parameters
-
| slot | The slot into which the save state should be stored. |
| desc | Description for the save state, entered by the user. |
| isAutosave | Expected to be true if an autosave is being created. |
- Returns
- kNoError on success, otherwise an error code.
Reimplemented from Engine.
◆ canSaveGameStateCurrently()
| bool Wintermute::WintermuteEngine::canSaveGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
|
|
overridevirtual |
Indicate whether a game state can be saved.
- Parameters
-
| msg | Optional pointer to message explaining why it is disabled |
Reimplemented from Engine.
◆ canSaveAutosaveCurrently()
| bool Wintermute::WintermuteEngine::canSaveAutosaveCurrently |
( |
| ) |
|
|
overridevirtual |
Indicate whether an autosave can currently be done.
Reimplemented from Engine.
The documentation for this class was generated from the following file: