mirror of
https://github.com/libretro/scummvm.git
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2862a30dac
svn-id: r32275
118 lines
3.9 KiB
C++
118 lines
3.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*
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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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*
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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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* $Id$
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*/
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#ifndef ENGINES_METAENGINE_H
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#define ENGINES_METAENGINE_H
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#include "common/scummsys.h"
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#include "common/str.h"
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#include "common/error.h"
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#include "common/fs.h"
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#include "base/game.h"
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#include "base/plugins.h"
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class Engine;
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class OSystem;
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/**
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* A meta engine is essentially a factory for Engine instances with the
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* added ability of listing and detecting supported games.
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* Every engine "plugin" provides a hook to get an instance of a MetaEngine
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* subclass for that "engine plugin". E.g. SCUMM povides ScummMetaEngine.
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* This is then in turn used by the frontend code to detect games,
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* and instantiate actual Engine objects.
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*/
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class MetaEngine : public PluginObject {
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public:
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virtual ~MetaEngine() {}
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/** Returns some copyright information about the engine. */
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virtual const char *getCopyright() const = 0;
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/** Returns a list of games supported by this engine. */
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virtual GameList getSupportedGames() const = 0;
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/** Query the engine for a GameDescriptor for the specified gameid, if any. */
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virtual GameDescriptor findGame(const char *gameid) const = 0;
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/**
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* Runs the engine's game detector on the given list of files, and returns a
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* (possibly empty) list of games supported by the engine which it was able
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* to detect amongst the given files.
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*/
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virtual GameList detectGames(const FSList &fslist) const = 0;
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/**
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* Tries to instantiate an engine instance based on the settings of
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* the currently active ConfMan target. That is, the MetaEngine should
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* query the ConfMan singleton for the target, gameid, path etc. data.
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*
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* @param syst Pointer to the global OSystem object
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* @param engine Pointer to a pointer which the MetaEngine sets to
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* the newly create Engine, or 0 in case of an error
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* @return a PluginError describing the error which occurred, or kNoError
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*/
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virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0;
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/**
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* Return a list of all save states associated with the given target.
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*
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* In general, the caller will already have ensured that this (Meta)Engine
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* is responsible for the specified target by using findGame on it resp.
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* on the associated gameid from the relevant ConfMan entry, if present.
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*
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* The default implementation returns an empty list.
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*
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* @param target name of a config manager target
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* @return a list of save state descriptors
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*/
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virtual SaveStateList listSaves(const char *target) const {
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return SaveStateList();
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}
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};
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// Engine plugins
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typedef PluginSubclass<MetaEngine> EnginePlugin;
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/**
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* Singleton class which manages all Engine plugins.
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*/
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class EngineManager : public Common::Singleton<EngineManager> {
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private:
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friend class Common::Singleton<SingletonBaseType>;
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public:
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GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameList detectGames(const FSList &fslist) const;
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const EnginePlugin::List &getPlugins() const;
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};
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/** Convenience shortcut for accessing the engine manager. */
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#define EngineMan EngineManager::instance()
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#endif
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