/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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. * */ #ifndef ENGINES_METAENGINE_H #define ENGINES_METAENGINE_H #include "common/scummsys.h" #include "common/error.h" #include "common/array.h" #include "engines/game.h" #include "engines/savestate.h" #include "base/plugins.h" class Engine; class OSystem; namespace Common { class Keymap; class FSList; class OutSaveFile; class String; typedef SeekableReadStream InSaveFile; } namespace Graphics { struct Surface; } namespace GUI { class GuiObject; class OptionsContainerWidget; } /** * Per-game extra GUI options structure. * Currently, this can only be used for options with checkboxes. */ struct ExtraGuiOption { const char *label; // option label, e.g. "Fullscreen mode" const char *tooltip; // option tooltip (when the mouse hovers above it) const char *configOption; // confMan key, e.g. "fullscreen" bool defaultState; // the detault state of the checkbox (checked or not) }; typedef Common::Array ExtraGuiOptions; #define EXTENDED_SAVE_VERSION 4 struct ExtendedSavegameHeader { char id[6]; uint8 version; Common::String saveName; Common::String description; uint32 date; uint16 time; uint32 playtime; Graphics::Surface *thumbnail; bool isAutosave; ExtendedSavegameHeader() { memset(id, 0, 6); version = 0; date = 0; time = 0; playtime = 0; thumbnail = nullptr; isAutosave = false; } }; /** * A meta engine is essentially a factory for Engine instances with the * added ability of listing and detecting supported games. * Every engine "plugin" provides a hook to get an instance of a MetaEngine * subclass for that "engine plugin". E.g. SCUMM povides ScummMetaEngine. * This is then in turn used by the frontend code to detect games, * and instantiate actual Engine objects. */ class MetaEngine : public PluginObject { private: /** * Converts the current screen contents to a thumbnail, and saves it */ static void saveScreenThumbnail(Common::OutSaveFile *saveFile); public: virtual ~MetaEngine() {} /** Get the engine ID */ virtual const char *getEngineId() const = 0; /** Returns some copyright information about the original engine. */ virtual const char *getOriginalCopyright() const = 0; /** Returns a list of games supported by this engine. */ virtual PlainGameList getSupportedGames() const = 0; /** Query the engine for a PlainGameDescriptor for the specified gameid, if any. */ virtual PlainGameDescriptor findGame(const char *gameId) const = 0; /** * Runs the engine's game detector on the given list of files, and returns a * (possibly empty) list of games supported by the engine which it was able * to detect amongst the given files. */ virtual DetectedGames detectGames(const Common::FSList &fslist) const = 0; /** * Tries to instantiate an engine instance based on the settings of * the currently active ConfMan target. That is, the MetaEngine should * query the ConfMan singleton for the target, gameid, path etc. data. * * @param syst Pointer to the global OSystem object * @param engine Pointer to a pointer which the MetaEngine sets to * the newly create Engine, or 0 in case of an error * @return a Common::Error describing the error which occurred, or kNoError */ virtual Common::Error createInstance(OSystem *syst, Engine **engine) const = 0; /** * Return a list of all save states associated with the given target. * * The returned list is guaranteed to be sorted by slot numbers. That * means smaller slot numbers are always stored before bigger slot numbers. * * The caller has to ensure that this (Meta)Engine is responsible * for the specified target (by using findGame on it respectively * on the associated gameid from the relevant ConfMan entry, if present). * * The default implementation returns an empty list. * * @note MetaEngines must indicate that this function has been implemented * via the kSupportsListSaves feature flag. * * @param target name of a config manager target * @return a list of save state descriptors */ virtual SaveStateList listSaves(const char *target) const; /** * Return a list of all save states associated with the given target. * * This is a wrapper around the basic listSaves virtual method, but which * has some extra logic for autosave handling * * @param target name of a config manager target * @param saveMode If true, getting the list for a save dialog * @return a list of save state descriptors */ SaveStateList listSaves(const char *target, bool saveMode) const; /** * Returns the slot number being used for autosaves. * @note This should match the engine getAutosaveSlot() method */ virtual int getAutosaveSlot() const { return 0; } /** * Return a list of extra GUI options for the specified target. * If no target is specified, all of the available custom GUI options are * Returned for the plugin (used to set default values). * * Currently, this only supports options with checkboxes. * * The default implementation returns an empty list. * * @param target name of a config manager target * @return a list of extra GUI options for an engine plugin and * target */ virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const { return ExtraGuiOptions(); } /** * Register the default values for the settings the engine uses into the * configuration manager. * * @param target name of a config manager target */ virtual void registerDefaultSettings(const Common::String &target) const; /** * Return a GUI widget container for configuring the specified target options. * * The returned widget is shown in the Engine tab in the edit game dialog. * Engines can build custom options dialogs, but by default a simple widget * allowing to configure the extra GUI options is used. * * Engines that don't want to have an Engine tab in the edit game dialog * can return nullptr. * * @param boss the widget / dialog the returned widget is a child of * @param name the name the returned widget must use * @param target name of a config manager target */ virtual GUI::OptionsContainerWidget *buildEngineOptionsWidget(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const; /** * Return the maximum save slot that the engine supports. * * @note MetaEngines must indicate that this function has been implemented * via the kSupportsListSaves feature flag. * * The default implementation limits the save slots to zero (0). * * @return maximum save slot number supported */ virtual int getMaximumSaveSlot() const { return 0; } /** * Remove the specified save state. * * For most engines this just amounts to calling _saveFileMan->removeSaveFile(). * Engines which keep an index file will also update it accordingly. * * @note MetaEngines must indicate that this function has been implemented * via the kSupportsDeleteSave feature flag. * * @param target name of a config manager target * @param slot slot number of the save state to be removed */ virtual void removeSaveState(const char *target, int slot) const; /** * Returns meta infos from the specified save state. * * Depending on the MetaEngineFeatures set this can include * thumbnails, save date / time, play time. * * @param target name of a config manager target * @param slot slot number of the save state */ virtual SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const; /** * Returns name of the save file for given slot and optional target. * * @param saveGameIdx index of the save * @param target game target. If omitted, then the engine id is used */ virtual const char *getSavegameFile(int saveGameIdx, const char *target = nullptr) const; /** * Returns pattern for save files. * * @param target game target. If omitted, then the engine id is used */ virtual const char *getSavegamePattern(const char *target = nullptr) const; /** * Return the keymap used by the target. */ virtual Common::Array initKeymaps(const char *target) const; /** @name MetaEngineFeature flags */ //@{ /** * A feature in this context means an ability of the engine which can be * either available or not. */ enum MetaEngineFeature { /** * Listing all Save States for a given target is supported, i.e., * the listSaves() and getMaximumSaveSlot methods are implemented. * Used for --list-saves support, as well as the GMM load dialog. */ kSupportsListSaves, /** * Loading from the Launcher / command line (-x) */ kSupportsLoadingDuringStartup, /** * Deleting Saves from the Launcher (i.e. implements the * removeSaveState() method) */ kSupportsDeleteSave, /** * Features meta infos for savestates (i.e. implements the * querySaveMetaInfos method properly). * * Engines implementing meta infos always have to provide * the following entries in the save state descriptor queried * by querySaveMetaInfos: * - 'is_deletable', which indicates if a given save is * safe for deletion * - 'is_write_protected', which indicates if a given save * can be overwritten by the user. * (note: of course you do not have to * set this, since it defaults to 'false') */ kSavesSupportMetaInfo, /** * Features a thumbnail in savegames (i.e. includes a thumbnail * in savestates returned via querySaveMetaInfo). * This flag may only be set when 'kSavesSupportMetaInfo' is set. */ kSavesSupportThumbnail, /** * Features 'save_date' and 'save_time' entries in the * savestate returned by querySaveMetaInfo. Those values * indicate the date/time the savegame was created. * This flag may only be set when 'kSavesSupportMetaInfo' is set. */ kSavesSupportCreationDate, /** * Features 'play_time' entry in the savestate returned by * querySaveMetaInfo. It indicates how long the user played * the game till the save. * This flag may only be set when 'kSavesSupportMetaInfo' is set. */ kSavesSupportPlayTime, /** * Feature is available if engine's saves could be detected * with ".###" pattern and "###" corresponds to slot * number. * * If that's not true or engine is using some unusual way * of detecting saves and slot numbers, this should be * unavailable. In that case Save/Load dialog for engine's * games is locked during cloud saves sync. */ kSimpleSavesNames, /** * Uses default implementation of save header and thumbnail * appended to the save. * This flag requires the following flags to be set: * kSavesSupportMetaInfo, kSavesSupportThumbnail, kSavesSupportCreationDate, * kSavesSupportPlayTime */ kSavesUseExtendedFormat }; /** * Determine whether the engine supports the specified MetaEngine feature. * Used by e.g. the launcher to determine whether to enable the "Load" button. */ virtual bool hasFeature(MetaEngineFeature f) const; static void appendExtendedSave(Common::OutSaveFile *saveFile, uint32 playtime, Common::String desc, bool isAutosave); static void parseSavegameHeader(ExtendedSavegameHeader *header, SaveStateDescriptor *desc); static void fillDummyHeader(ExtendedSavegameHeader *header); static WARN_UNUSED_RESULT bool readSavegameHeader(Common::InSaveFile *in, ExtendedSavegameHeader *header, bool skipThumbnail = true); //@} }; /** * Singleton class which manages all Engine plugins. */ class EngineManager : public Common::Singleton { public: /** * Given a list of FSNodes in a given directory, detect a set of games contained within * * Returns an empty list if none are found. */ DetectionResults detectGames(const Common::FSList &fslist) const; /** Find a plugin by its engine ID */ const Plugin *findPlugin(const Common::String &engineId) const; /** Get the list of all engine plugins */ const PluginList &getPlugins() const; /** Find a target */ QualifiedGameDescriptor findTarget(const Common::String &target, const Plugin **plugin = NULL) const; /** * List games matching the specified criteria * * If the engine id is not specified, this scans all the plugins, * loading them from disk if necessary. This is a slow operation on * some platforms and should not be used for the happy path. */ QualifiedGameList findGamesMatching(const Common::String &engineId, const Common::String &gameId) const; /** * Create a target from the supplied game descriptor * * Returns the created target name. */ Common::String createTargetForGame(const DetectedGame &game); /** Upgrade a target to the current configuration format */ void upgradeTargetIfNecessary(const Common::String &target) const; private: /** Find a game across all loaded plugins */ QualifiedGameList findGameInLoadedPlugins(const Common::String &gameId) const; /** Find a loaded plugin with the given engine ID */ const Plugin *findLoadedPlugin(const Common::String &engineId) const; /** Use heuristics to complete a target lacking an engine ID */ void upgradeTargetForEngineId(const Common::String &target) const; }; /** Convenience shortcut for accessing the engine manager. */ #define EngineMan EngineManager::instance() #endif