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Moved (Plain)GameDescriptor from base/gameDetector.h to the new base/game.h header file
svn-id: r21917
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@ -19,8 +19,9 @@
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* $Id$
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*/
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#ifndef ENGINE_H
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#define ENGINE_H
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#ifndef BASE_ENGINE_H
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#define BASE_ENGINE_H
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#include "common/stdafx.h"
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#include "common/scummsys.h"
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#include "common/str.h"
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56
base/game.h
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56
base/game.h
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@ -0,0 +1,56 @@
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/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id: plugins.h 21916 2006-04-15 20:36:41Z fingolfin $
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*
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*/
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#ifndef BASE_GAME_H
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#define BASE_GAME_H
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#include "common/str.h"
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struct PlainGameDescriptor {
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const char *gameid;
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const char *description; // TODO: Rename this to "title" or so
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};
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struct GameDescriptor {
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Common::String gameid;
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Common::String description; // TODO: Rename this to "title" or so
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GameDescriptor() {}
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GameDescriptor(Common::String g, Common::String d) :
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gameid(g), description(d) {}
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/**
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* This template constructor allows to easily convert structs that mimic GameDescriptor
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* to a GameDescriptor instance.
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*
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* Normally, one would just subclass GameDescriptor to get this effect much easier.
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* However, subclassing a struct turns it into a non-POD type. One of the
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* consequences is that you can't have inline intialized arrays of that type.
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* But we heavily rely on those, hence we can't subclass GameDescriptor...
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*/
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template <class T>
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GameDescriptor(const T &g) :
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gameid(g.gameid), description(g.description) {}
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};
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#endif
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@ -21,42 +21,15 @@
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*
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*/
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#ifndef GAMEDETECTOR_H
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#define GAMEDETECTOR_H
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#ifndef BASE_GAMEDETECTOR_H
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#define BASE_GAMEDETECTOR_H
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#include "common/str.h"
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#include "common/config-manager.h"
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#include "base/game.h"
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class OSystem;
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class Plugin;
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struct PlainGameDescriptor {
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const char *gameid;
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const char *description; // TODO: Rename this to "title" or so
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};
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struct GameDescriptor {
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Common::String gameid;
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Common::String description; // TODO: Rename this to "title" or so
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GameDescriptor() {}
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GameDescriptor(Common::String g, Common::String d) :
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gameid(g), description(d) {}
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/**
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* This template constructor allows to easily convert structs that mimic GameDescriptor
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* to a GameDescriptor instance.
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*
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* Normally, one would just subclass GameDescriptor to get this effect much easier.
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* However, subclassing a struct turns it into a non-POD type. One of the
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* consequences is that you can't have inline intialized arrays of that type.
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* But we heavily rely on those, hence we can't subclass GameDescriptor...
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*/
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template <class T>
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GameDescriptor(const T &g) :
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gameid(g.gameid), description(g.description) {}
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};
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class GameDetector {
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typedef Common::String String;
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@ -21,13 +21,13 @@
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*
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*/
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#ifndef COMMON_PLUGINS_H
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#define COMMON_PLUGINS_H
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#ifndef BASE_PLUGINS_H
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#define BASE_PLUGINS_H
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#include "common/array.h"
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#include "common/singleton.h"
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#include "common/util.h"
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#include "base/gameDetector.h" // For GameDescriptor
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#include "base/game.h"
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class Engine;
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class FSList;
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@ -19,8 +19,8 @@
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* $Id$
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*/
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#ifndef VERSION_H
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#define VERSION_H
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#ifndef BASE_VERSION_H
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#define BASE_VERSION_H
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extern const char *gScummVMVersion; // e.g. "0.4.1"
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extern const char *gScummVMBuildDate; // e.g. "2003-06-24"
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