mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-22 04:01:23 +00:00
factored out the game detection code into the Plugin class; this is the first step towards allowing more powerful, plugin specific detection code; also, moved the Plugin GameSettings APIs to a slightly higher level
svn-id: r10858
This commit is contained in:
parent
79e681282e
commit
116dbee1fc
@ -240,41 +240,39 @@ void GameDetector::list_games() {
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// 2) List all available (configured) targets, including those with custom
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// names, e.g. "monkey-mac", "skycd-demo", ...
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const PluginList &plugins = PluginManager::instance().getPlugins();
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const GameSettings *v;
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printf("Game Full Title \n"
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"---------------- ------------------------------------------------------\n");
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PluginList::ConstIterator iter = plugins.begin();
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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v = (*iter)->getSupportedGames();
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while (v->gameName && v->description) {
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GameList list = (*iter)->getSupportedGames();
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for (GameList::Iterator v = list.begin(); v != list.end(); ++v) {
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#if 1
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printf("%-17s%-56s\n", v->gameName, v->description);
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#else
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const char *config = (g_config->has_domain(v->gameName)) ? "Yes" : "";
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printf("%-17s%-56s%s\n", v->gameName, v->description, config);
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#endif
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v++;
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}
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}
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}
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const GameSettings *GameDetector::findGame(const String &gameName, const Plugin **plugin) const {
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GameSettings GameDetector::findGame(const String &gameName, const Plugin **plugin) {
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// Find the GameSettings for this target
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const GameSettings *target;
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const PluginList &plugins = PluginManager::instance().getPlugins();
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GameSettings result = {NULL, NULL, 0, 0, MDT_NONE, 0, NULL};
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PluginList::ConstIterator iter = plugins.begin();
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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target = (*iter)->findGame(gameName.c_str());
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if (target) {
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result = (*iter)->findGame(gameName.c_str());
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if (result.gameName) {
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if (plugin)
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*plugin = *iter;
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return target;
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break;
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}
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}
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return 0;
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return result;
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}
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void GameDetector::parseCommandLine(int argc, char **argv) {
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@ -454,7 +452,7 @@ void GameDetector::parseCommandLine(int argc, char **argv) {
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// To verify this, check if there is either a game domain (i.e
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// a configured target) matching this argument, or if we can
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// find any target with that name.
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if (i == (argc - 1) && (ConfMan.hasGameDomain(s) || findGame(s))) {
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if (i == (argc - 1) && (ConfMan.hasGameDomain(s) || findGame(s).gameName)) {
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setTarget(s);
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} else {
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if (current_option == NULL)
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@ -543,7 +541,6 @@ int GameDetector::parseMusicDriver(const String &str) {
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}
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bool GameDetector::detectGame() {
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const GameSettings *target;
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String realGame;
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if (ConfMan.hasKey("gameid"))
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@ -552,10 +549,9 @@ bool GameDetector::detectGame() {
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realGame = _targetName;
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printf("Looking for %s\n", realGame.c_str());
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target = findGame(realGame, &_plugin);
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_game = findGame(realGame, &_plugin);
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if (target) {
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_game = *target;
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if (_game.gameName) {
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printf("Trying to start game '%s'\n", _game.description);
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return true;
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} else {
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@ -23,6 +23,7 @@
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#ifndef GAMEDETECTOR_H
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#define GAMEDETECTOR_H
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#include "base/plugins.h"
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#include "common/str.h"
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class Engine;
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@ -117,7 +118,7 @@ public:
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static Language parseLanguage(const String &s);
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static Platform parsePlatform(const String &s);
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const GameSettings *findGame(const String &gameName, const Plugin **plugin = NULL) const;
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static GameSettings findGame(const String &gameName, const Plugin **plugin = NULL);
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protected:
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bool detectGame(void);
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112
base/plugins.cpp
112
base/plugins.cpp
@ -20,12 +20,13 @@
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*
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*/
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#include "backends/fs/fs.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "base/engine.h"
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#include "common/util.h"
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/** Type of factory functions which make new Engine objects. */
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typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
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@ -74,47 +75,95 @@ extern Engine *Engine_QUEEN_create(GameDetector *detector, OSystem *syst);
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#pragma mark -
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int Plugin::countSupportedGames() const {
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const GameSettings *target = getSupportedGames();
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int count;
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for (count = 0; target->gameName; target++, count++)
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;
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return count;
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}
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const GameSettings *Plugin::findGame(const char *gameName) const {
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// Find the GameSettings for this target
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const GameSettings *target = getSupportedGames();
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GameSettings Plugin::findGame(const char *gameName) const {
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// Find the GameSettings for this game
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assert(gameName);
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while (target->gameName) {
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if (!scumm_stricmp(target->gameName, gameName)) {
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return target;
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GameList games = getSupportedGames();
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GameSettings result = {NULL, NULL, 0, 0, MDT_NONE, 0, NULL};
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for (GameList::Iterator g = games.begin(); g != games.end(); ++g) {
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if (!scumm_stricmp(g->gameName, gameName)) {
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result = *g;
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break;
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}
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target++;
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}
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return 0;
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return result;
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}
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/**
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* Auxillary class to simplify transition from old plugin interface to the
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* new one (which provides an API for game detection). To be removed once
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* the transition is complete.
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*/
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class GameSettingsPlugin : public Plugin {
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const GameSettings *_games;
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public:
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GameSettingsPlugin(const GameSettings *games) : _games(games) { }
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GameList getSupportedGames() const {
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GameList games;
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const GameSettings *g;
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for (g = _games; g->gameName; ++g) {
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games.push_back(*g);
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}
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return games;
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}
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GameList detectGames(const FSList &fslist) const {
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GameList games;
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const GameSettings *g;
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char detectName[128];
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char detectName2[128];
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char detectName3[128];
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for (g = _games; g->gameName; ++g) {
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// Determine the 'detectname' for this game, that is, the name of a
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// file that *must* be presented if the directory contains the data
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// for this game. For example, FOA requires atlantis.000
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if (g->detectname) {
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strcpy(detectName, g->detectname);
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strcpy(detectName2, g->detectname);
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strcat(detectName2, ".");
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detectName3[0] = '\0';
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} else {
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strcpy(detectName, g->gameName);
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strcpy(detectName2, g->gameName);
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strcpy(detectName3, g->gameName);
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strcat(detectName, ".000");
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if (g->version >= 7) {
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strcat(detectName2, ".la0");
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} else
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strcat(detectName2, ".sm0");
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strcat(detectName3, ".he0");
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}
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// Iterate over all files in the given directory
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for (FSList::ConstIterator file = fslist.begin(); file != fslist.end(); ++file) {
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const char *gameName = file->displayName().c_str();
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if ((0 == scumm_stricmp(detectName, gameName)) ||
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(0 == scumm_stricmp(detectName2, gameName)) ||
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(0 == scumm_stricmp(detectName3, gameName))) {
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// Match found, add to list of candidates, then abort inner loop.
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games.push_back(*g);
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break;
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}
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}
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}
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return games;
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}
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};
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#pragma mark -
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class StaticPlugin : public Plugin {
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class StaticPlugin : public GameSettingsPlugin {
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const char *_name;
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const GameSettings *_targets;
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int _targetCount;
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EngineFactory _ef;
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public:
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StaticPlugin(const char *name, const GameSettings *targets, EngineFactory ef)
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: _name(name), _targets(targets), _ef(ef) {
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_targetCount = Plugin::countSupportedGames();
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StaticPlugin(const char *name, const GameSettings *games, EngineFactory ef)
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: GameSettingsPlugin(games), _name(name), _ef(ef) {
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}
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const char *getName() const { return _name; }
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int countSupportedGames() const { return _targetCount; }
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const GameSettings *getSupportedGames() const { return _targets; }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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return (*_ef)(detector, syst);
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}
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@ -126,26 +175,21 @@ public:
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#ifdef DYNAMIC_MODULES
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class DynamicPlugin : public Plugin {
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class DynamicPlugin : public GameSettingsPlugin {
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void *_dlHandle;
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Common::String _filename;
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Common::String _name;
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const GameSettings *_targets;
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int _targetCount;
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EngineFactory _ef;
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void *findSymbol(const char *symbol);
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public:
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DynamicPlugin(const char *filename)
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: _dlHandle(0), _filename(filename), _targets(0), _targetCount(0), _ef(0) {}
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: GameSettingsPlugin(0), _dlHandle(0), _filename(filename), _ef(0) {}
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const char *getName() const { return _name.c_str(); }
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int countSupportedGames() const { return _targetCount; }
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const GameSettings *getSupportedGames() const { return _targets; }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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assert(_ef);
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return (*_ef)(detector, syst);
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@ -199,7 +243,7 @@ bool DynamicPlugin::loadPlugin() {
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unloadPlugin();
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return false;
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}
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_targets = targetListFunc();
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_games = targetListFunc();
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// Finally, retrieve the factory function
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_ef = (EngineFactory)findSymbol("PLUGIN_createEngine");
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@ -27,16 +27,19 @@
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#include "common/singleton.h"
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class Engine;
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class FSList;
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class GameDetector;
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class OSystem;
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struct GameSettings;
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/** List of GameSettings- */
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typedef Common::List<GameSettings> GameList;
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/**
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* Abstract base class for the plugin system.
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* Subclasses for this can be used to wrap both static and dynamic
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* plugins.
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*/
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//typedef Common::List<GameSettings> GameList;
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class Plugin {
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public:
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virtual ~Plugin() {}
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@ -47,10 +50,9 @@ public:
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virtual const char *getName() const = 0;
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virtual int getVersion() const { return 0; } // TODO!
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virtual int countSupportedGames() const;
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virtual const GameSettings *getSupportedGames() const = 0;
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virtual const GameSettings *findGame(const char *gameName) const;
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//virtual GameList detectGames(const FSList &fslist) const;
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virtual GameList getSupportedGames() const = 0;
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virtual GameSettings findGame(const char *gameName) const;
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virtual GameList detectGames(const FSList &fslist) const = 0;
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virtual Engine *createInstance(GameDetector *detector, OSystem *syst) const = 0;
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};
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@ -50,8 +50,6 @@ enum {
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kQuitCmd = 'QUIT'
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};
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typedef Common::List<const GameSettings *> GameList;
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/*
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* A dialog that allows the user to edit a config game entry.
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* TODO: add widgets for some/all of the following
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@ -80,7 +78,7 @@ class EditGameDialog : public Dialog {
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typedef Common::String String;
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typedef Common::StringList StringList;
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public:
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EditGameDialog(NewGui *gui, const String &domain, const GameSettings *target);
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EditGameDialog(NewGui *gui, const String &domain, GameSettings target);
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virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
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@ -92,19 +90,19 @@ protected:
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CheckboxWidget *_amigaCheckbox;
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};
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EditGameDialog::EditGameDialog(NewGui *gui, const String &domain, const GameSettings *target)
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EditGameDialog::EditGameDialog(NewGui *gui, const String &domain, GameSettings target)
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: Dialog(gui, 8, 50, 320 - 2 * 8, 200 - 2 * 40),
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_domain(domain) {
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// Determine the description string
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String description(ConfMan.get("description", domain));
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if (description.isEmpty() && target) {
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description = target->description;
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if (description.isEmpty() && target.description) {
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description = target.description;
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}
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// Determine whether this is a SCUMM game
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// FIXME: This check is evil, as it requires us to hard code GIDs.
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bool isScumm = target && (GID_SCUMM_FIRST <= target->id && target->id <= GID_SCUMM_LAST);
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bool isScumm = (GID_SCUMM_FIRST <= target.id && target.id <= GID_SCUMM_LAST);
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// Label & edit widget for the game ID
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@ -247,9 +245,9 @@ void LauncherDialog::updateListing() {
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if (name.isEmpty())
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name = iter->_key;
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if (description.isEmpty()) {
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const GameSettings *v = _detector.findGame(name);
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if (v && v->description)
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description = v->description;
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GameSettings g = _detector.findGame(name);
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if (g.description)
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description = g.description;
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}
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if (!name.isEmpty() && !description.isEmpty()) {
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@ -270,61 +268,20 @@ void LauncherDialog::updateListing() {
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/*
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* Return a list of all games which might be the game in the specified directory.
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*/
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GameList findGame(FilesystemNode *dir) {
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GameList list;
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GameList detectGames(FilesystemNode *dir) {
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GameList detectedGames;
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FSList *files = dir->listDir(FilesystemNode::kListFilesOnly);
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const int size = files->size();
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char detectName[128];
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char detectName2[128];
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char detectName3[128];
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// Iterate over all known games and for each check if it might be
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// the game in the presented directory.
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const PluginList &plugins = PluginManager::instance().getPlugins();
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int p;
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for (p = 0; p < plugins.size(); p++) {
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const GameSettings *v = plugins[p]->getSupportedGames();
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while (v->gameName && v->description) {
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// Determine the 'detectname' for this game, that is, the name of a
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// file that *must* be presented if the directory contains the data
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// for this game. For example, FOA requires atlantis.000
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if (v->detectname) {
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strcpy(detectName, v->detectname);
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strcpy(detectName2, v->detectname);
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strcat(detectName2, ".");
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detectName3[0] = '\0';
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} else {
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strcpy(detectName, v->gameName);
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strcpy(detectName2, v->gameName);
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strcpy(detectName3, v->gameName);
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strcat(detectName, ".000");
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if (v->version >= 7) {
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strcat(detectName2, ".la0");
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} else
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strcat(detectName2, ".sm0");
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strcat(detectName3, ".he0");
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}
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// Iterate over all files in the given directory
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for (int i = 0; i < size; i++) {
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const char *gameName = (*files)[i].displayName().c_str();
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if ((0 == scumm_stricmp(detectName, gameName)) ||
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(0 == scumm_stricmp(detectName2, gameName)) ||
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(0 == scumm_stricmp(detectName3, gameName))) {
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// Match found, add to list of candidates, then abort inner loop.
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list.push_back(v);
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break;
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}
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}
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v++;
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}
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PluginList::ConstIterator iter = plugins.begin();
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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detectedGames.push_back((*iter)->detectGames(*files));
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}
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return list;
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return detectedGames;
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}
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void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
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@ -349,8 +306,8 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
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// ...so let's determine a list of candidates, games that
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// could be contained in the specified directory.
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GameList candidates = findGame(dir);
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const GameSettings *v = 0;
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GameList candidates = detectGames(dir);
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GameSettings result = {NULL, NULL, 0, 0, MDT_NONE, 0, NULL};
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if (candidates.isEmpty()) {
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// No game was found in the specified directory
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@ -358,25 +315,25 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
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alert.runModal();
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} else if (candidates.size() == 1) {
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// Exact match
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v = candidates[0];
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result = candidates[0];
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} else {
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// Display the candidates to the user and let her/him pick one
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StringList list;
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int i;
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for (i = 0; i < candidates.size(); i++)
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list.push_back(candidates[i]->description);
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list.push_back(candidates[i].description);
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ChooserDialog dialog(_gui, "Pick the game:", list);
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i = dialog.runModal();
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if (0 <= i && i < candidates.size())
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v = candidates[i];
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result = candidates[i];
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}
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if (v != 0) {
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if (result.gameName != 0) {
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// The auto detector or the user made a choice.
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// Pick a domain name which does not yet exist (after all, we
|
||||
// are *adding* a game to the config, not replacing).
|
||||
String domain(v->gameName);
|
||||
String domain(result.gameName);
|
||||
if (ConfMan.hasGameDomain(domain)) {
|
||||
char suffix = 'a';
|
||||
domain += suffix;
|
||||
@ -385,13 +342,13 @@ void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 dat
|
||||
suffix++;
|
||||
domain += suffix;
|
||||
}
|
||||
ConfMan.set("gameid", v->gameName, domain);
|
||||
ConfMan.set("description", v->description, domain);
|
||||
ConfMan.set("gameid", result.gameName, domain);
|
||||
ConfMan.set("description", result.description, domain);
|
||||
}
|
||||
ConfMan.set("path", dir->path(), domain);
|
||||
|
||||
// Display edit dialog for the new entry
|
||||
EditGameDialog editDialog(_gui, domain, v);
|
||||
EditGameDialog editDialog(_gui, domain, result);
|
||||
if (editDialog.runModal()) {
|
||||
// User pressed OK, so make changes permanent
|
||||
|
||||
|
@ -21,7 +21,7 @@
|
||||
#ifndef LAUNCHER_DIALOG_H
|
||||
#define LAUNCHER_DIALOG_H
|
||||
|
||||
#include "dialog.h"
|
||||
#include "gui/dialog.h"
|
||||
#include "common/str.h"
|
||||
#include "common/list.h"
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user