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This is more logical than calling this from "engine_setup", and also fixes running another AGS game from current game after commit 5596736 . From upstream a82d8147d4424b0aa83762d810db96cff31d7af9
43 lines
1.6 KiB
C++
43 lines
1.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGS_ENGINE_MAIN_ENGINE_SETUP_H
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#define AGS_ENGINE_MAIN_ENGINE_SETUP_H
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#include "ags/shared/util/geometry.h"
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#include "ags/engine/gfx/gfx_defines.h"
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namespace AGS3 {
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// Setup engine after the graphics mode has changed
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void engine_post_gfxmode_setup(const Size &init_desktop, const DisplayMode &old_dm);
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// Prepare engine for graphics mode release; could be called before switching display mode too
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void engine_pre_gfxmode_release();
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// Prepare engine to the graphics mode shutdown and gfx driver destruction
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void engine_pre_gfxsystem_shutdown();
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// Applies necessary changes after screen<->virtual coordinate transformation has changed
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void on_coordinates_scaling_changed();
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// prepares game screen for rotation setting
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void engine_adjust_for_rotation_settings();
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} // namespace AGS3
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#endif
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