Moved (Plain)GameDescriptor from base/gameDetector.h to the new base/game.h header file

svn-id: r21917
This commit is contained in:
Max Horn 2006-04-15 21:20:16 +00:00
parent 68cb7f52c8
commit 18975a298d
5 changed files with 67 additions and 37 deletions

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@ -19,8 +19,9 @@
* $Id$
*/
#ifndef ENGINE_H
#define ENGINE_H
#ifndef BASE_ENGINE_H
#define BASE_ENGINE_H
#include "common/stdafx.h"
#include "common/scummsys.h"
#include "common/str.h"

56
base/game.h Normal file
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@ -0,0 +1,56 @@
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 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: plugins.h 21916 2006-04-15 20:36:41Z fingolfin $
*
*/
#ifndef BASE_GAME_H
#define BASE_GAME_H
#include "common/str.h"
struct PlainGameDescriptor {
const char *gameid;
const char *description; // TODO: Rename this to "title" or so
};
struct GameDescriptor {
Common::String gameid;
Common::String description; // TODO: Rename this to "title" or so
GameDescriptor() {}
GameDescriptor(Common::String g, Common::String d) :
gameid(g), description(d) {}
/**
* This template constructor allows to easily convert structs that mimic GameDescriptor
* to a GameDescriptor instance.
*
* Normally, one would just subclass GameDescriptor to get this effect much easier.
* However, subclassing a struct turns it into a non-POD type. One of the
* consequences is that you can't have inline intialized arrays of that type.
* But we heavily rely on those, hence we can't subclass GameDescriptor...
*/
template <class T>
GameDescriptor(const T &g) :
gameid(g.gameid), description(g.description) {}
};
#endif

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@ -21,42 +21,15 @@
*
*/
#ifndef GAMEDETECTOR_H
#define GAMEDETECTOR_H
#ifndef BASE_GAMEDETECTOR_H
#define BASE_GAMEDETECTOR_H
#include "common/str.h"
#include "common/config-manager.h"
#include "base/game.h"
class OSystem;
class Plugin;
struct PlainGameDescriptor {
const char *gameid;
const char *description; // TODO: Rename this to "title" or so
};
struct GameDescriptor {
Common::String gameid;
Common::String description; // TODO: Rename this to "title" or so
GameDescriptor() {}
GameDescriptor(Common::String g, Common::String d) :
gameid(g), description(d) {}
/**
* This template constructor allows to easily convert structs that mimic GameDescriptor
* to a GameDescriptor instance.
*
* Normally, one would just subclass GameDescriptor to get this effect much easier.
* However, subclassing a struct turns it into a non-POD type. One of the
* consequences is that you can't have inline intialized arrays of that type.
* But we heavily rely on those, hence we can't subclass GameDescriptor...
*/
template <class T>
GameDescriptor(const T &g) :
gameid(g.gameid), description(g.description) {}
};
class GameDetector {
typedef Common::String String;

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@ -21,13 +21,13 @@
*
*/
#ifndef COMMON_PLUGINS_H
#define COMMON_PLUGINS_H
#ifndef BASE_PLUGINS_H
#define BASE_PLUGINS_H
#include "common/array.h"
#include "common/singleton.h"
#include "common/util.h"
#include "base/gameDetector.h" // For GameDescriptor
#include "base/game.h"
class Engine;
class FSList;

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@ -19,8 +19,8 @@
* $Id$
*/
#ifndef VERSION_H
#define VERSION_H
#ifndef BASE_VERSION_H
#define BASE_VERSION_H
extern const char *gScummVMVersion; // e.g. "0.4.1"
extern const char *gScummVMBuildDate; // e.g. "2003-06-24"