scummvm/common/advancedDetector.h

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_ADVANCED_DETECTOR_H
#define COMMON_ADVANCED_DETECTOR_H
#include "common/fs.h"
#include "base/game.h" // For PlainGameDescriptor and GameList
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#include "base/plugins.h" // For PluginError
namespace Common {
struct ADGameFileDescription {
const char *fileName;
uint16 fileType; // Optional. Not used during detection, only by engines.
const char *md5; // Optional. May be NULL.
int32 fileSize; // Optional. Set to -1 to ignore.
};
enum ADGameFlags {
GF_NO_FLAGS = 0,
GF_DEMO = 1 << 31
};
struct ADGameDescription {
const char *gameid;
const char *extra;
ADGameFileDescription filesDescriptions[14];
Language language;
Platform platform;
/**
* A bitmask of extra flags. The top 8 bits are reserved for generic flags
* defined in the ADGameFlags. This leaves 24 flags to be used by client
* code.
*/
uint32 flags;
};
#define AD_TABLE_END_MARKER \
{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, Common::GF_NO_FLAGS }
struct ADObsoleteGameID {
const char *from;
const char *to;
Common::Platform platform;
};
enum ADFlags {
kADFlagComplexID = (1 << 0), // Generate complex suggested IDs
kADFlagFilebasedFallback = (1 << 1) // Use file based fallback detection
};
struct ADParams {
// Pointer to ADGameDescription or its superset structure
const byte *descs;
// Size of that superset structure
int descItemSize;
// Number of bytes to compute MD5 sum for
int md5Bytes;
// List of all engine targets
const PlainGameDescriptor *list;
// Structure for autoupgrading obsolete targets (optional)
const Common::ADObsoleteGameID *obsoleteList;
// Name of single gameid (optional)
const char *singleid;
// List of files for file-based fallback detection (optional)
const char **fileBased;
// Flags
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uint32 flags;
};
typedef Array<int> ADList;
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typedef Array<const ADGameDescription*> ADGameDescList;
#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, {NULL, 0, NULL, 0}}
#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, {NULL, 0, NULL, 0}}
namespace AdvancedDetector {
/**
* Returns list of targets supported by the engine.
* Distinguishes engines with single ID
*/
GameList genGameList(const Common::ADParams &params);
/**
* Scan through the game descriptors specified in params and search for
* 'gameid' in there. If a match is found, returns a GameDescriptor
* with gameid and description set.
*/
GameDescriptor findGameID(
const char *gameid,
const Common::ADParams &params
);
// FIXME/TODO: Rename this function to something more sensible.
GameList detectAllGames(
const FSList &fslist,
const Common::ADParams &params
);
// FIXME/TODO: Rename this function to something more sensible.
int detectBestMatchingGame(
const Common::ADParams &params
);
// FIXME/TODO: Rename this function to something more sensible.
void upgradeTargetIfNecessary(const Common::ADParams &params);
// FIXME/TODO: Rename this function to something more sensible.
PluginError detectGameForEngineCreation(
GameList (*detectFunc)(const FSList &fslist),
const Common::ADParams &params
);
// FIXME: It would probably be good to merge detectBestMatchingGame
// and detectGameForEngineCreation into a single function. Right now, the
// detection code called priort to creating an engine instance
// (i.e. detectGameForEngineCreation) differs from the detection code the
// engines call internally (i.e. detectBestMatchingGame). This could lead
// to hard to debug and odd errors.
} // End of namespace AdvancedDetector
#define ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,factoryFunc,detectFunc,params) \
GameList Engine_##engine##_gameIDList() { \
return Common::AdvancedDetector::genGameList(params); \
} \
GameDescriptor Engine_##engine##_findGameID(const char *gameid) { \
return Common::AdvancedDetector::findGameID(gameid, params); \
} \
GameList Engine_##engine##_detectGames(const FSList &fslist) { \
return detectFunc(fslist); \
} \
PluginError Engine_##engine##_create(OSystem *syst, Engine **engine) { \
assert(syst); \
assert(engine); \
Common::AdvancedDetector::upgradeTargetIfNecessary(params); \
PluginError err = Common::AdvancedDetector::detectGameForEngineCreation(detectFunc, params); \
if (err == kNoError) \
*engine = factoryFunc(syst); \
return err; \
} \
void dummyFuncToAllowTrailingSemicolon()
#define ADVANCED_DETECTOR_DEFINE_PLUGIN(engine,className,detectFunc,params) \
static className *engine##_createInstance(OSystem *syst) { \
return new className(syst); \
} \
ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,engine##_createInstance,detectFunc,params); \
void dummyFuncToAllowTrailingSemicolon()
} // End of namespace Common
#endif