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https://github.com/libretro/scummvm.git
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640 lines
21 KiB
C++
640 lines
21 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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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/error.h"
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#include "common/array.h"
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#include "engines/achievements.h"
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#include "engines/game.h"
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#include "engines/savestate.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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namespace Common {
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class Keymap;
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class FSList;
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class OutSaveFile;
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class String;
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typedef SeekableReadStream InSaveFile;
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}
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namespace Graphics {
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struct Surface;
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}
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namespace GUI {
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class GuiObject;
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class OptionsContainerWidget;
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}
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/**
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* @defgroup engines_metaengine Meta engine
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* @ingroup engines
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*
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* @brief API for managing various functions of the meta engine.
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*
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* @{
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*/
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/**
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* Per-game extra GUI options structure.
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* Currently, this can only be used for options with checkboxes.
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*/
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struct ExtraGuiOption {
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const char *label; /*!< Option label, e.g. "Fullscreen mode". */
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const char *tooltip; /*!< Option tooltip shown when the mouse cursor hovers over it. */
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const char *configOption; /*!< confMan key, e.g. "fullscreen". */
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bool defaultState; /*!< Default state of the checkbox (checked or not). */
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byte groupId; /*!< Id for the checkbox's group, or 0 for no group. */
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byte groupLeaderId; /*!< When this checkbox is unchecked, disable all checkboxes in this group. One leader per group. */
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};
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/**
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* debug channels structure
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*/
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struct DebugChannelDef {
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uint32 channel; /*!< enum value, channel id, e.g. kDebugGlobalDetection */
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const char *name; /*!< name of debug channel, e.g. "detection" */
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const char *description; /*!< description of debug channel, e.g. "track scripts" */
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};
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/**
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* delimiter of the array of DebugChannelDef
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*/
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#define DEBUG_CHANNEL_END {0, NULL, NULL}
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/**
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* Array of ExtraGuiOption structures.
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*/
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typedef Common::Array<ExtraGuiOption> ExtraGuiOptions;
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/**
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* @todo Doc required
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*/
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enum { kSavegameFilePattern = -99 };
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#define EXTENDED_SAVE_VERSION 4
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/**
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* Structure describing a savegame file.
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*/
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struct ExtendedSavegameHeader {
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char id[6]; /*!< ID of the savegame file. */
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uint8 version; /*!< Version of the savegame header. */
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Common::String saveName; /*!< Name of the savegame. */
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Common::String description; /*!< Description of the savegame, as entered by the user. */
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uint32 date; /*!< Date of the savegame. */
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uint16 time; /*!< Time of the savegame. */
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uint32 playtime; /*!< Total play time until this savegame. */
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Graphics::Surface *thumbnail; /*!< Screen content shown as a thumbnail for this savegame. */
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bool isAutosave; /*!< Whether this savegame is an autosave. */
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ExtendedSavegameHeader() {
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memset(id, 0, 6);
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version = 0;
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date = 0;
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time = 0;
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playtime = 0;
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thumbnail = nullptr;
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isAutosave = false;
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}
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};
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/**
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* A meta engine factory for Engine instances with the
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* added ability of listing and detecting supported games.
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*
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* Every engine "plugin" provides a hook to get an instance of a MetaEngineDetection
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* subclass for that "engine plugin". For example, SCUMM provides ScummMetaEngineDetection.
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* This is then in turn used by the frontend code to detect games, and other useful functionality.
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*
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* To instantiate actual Engine objects, see the class @ref MetaEngine.
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*/
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class MetaEngineDetection : public PluginObject {
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public:
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virtual ~MetaEngineDetection() {}
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/** Get the engine ID. */
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virtual const char *getName() const = 0;
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/** Get the engine name. */
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virtual const char *getEngineName() const = 0;
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/** Return some copyright information about the original engine. */
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virtual const char *getOriginalCopyright() const = 0;
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/** Return a list of games supported by this engine. */
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virtual PlainGameList getSupportedGames() const = 0;
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/** Query the engine for a PlainGameDescriptor for the specified gameid, if any. */
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virtual PlainGameDescriptor findGame(const char *gameId) const = 0;
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/**
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* Run the engine's game detector on the given list of files, and return a
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* (possibly empty) list of games supported by the engine that were
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* found among the given files.
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*/
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virtual DetectedGames detectGames(const Common::FSList &fslist, uint32 skipADFlags = 0, bool skipIncomplete = false) = 0;
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/** Returns the number of bytes used for MD5-based detection, or 0 if not supported. */
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virtual uint getMD5Bytes() const = 0;
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/** Returns the number of game variants or -1 if unknown */
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virtual int getGameVariantCount() const {
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return -1;
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}
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/** Returns formatted data from game descriptor for dumping into a file */
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virtual void dumpDetectionEntries() const = 0;
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/**
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* Return a list of engine specified debug channels
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*
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* If engine has no specified debug channels or not supported yet, then it will return NULL
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*
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* @return A list of engine specified debug channels
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*/
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virtual const DebugChannelDef *getDebugChannels() const {
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return NULL;
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}
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};
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/**
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* A MetaEngine is another factory for Engine instances, and is very similar to MetaEngineDetection.
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*
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* This class, however, is made of of bridged functionalities that can be used to connect
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* an actual Engine with a MetaEngine. Every engine "plugin" provides a hook to get an instance
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* of the MetaEngine subclass for that "engine plugin.". For example, SCUMM provides a ScummMetaEngine.
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* This is then in turn used for things like instantiating engine objects, listing savefiles,
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* querying save metadata, etc.
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*
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* Since engine plugins can use external runtime libraries, these can live and build inside
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* the engine, while a MetaEngine will always build into the executable to be able to detect code.
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*/
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class MetaEngine : public PluginObject {
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protected:
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/**
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* Convert the current screen contents to a thumbnail. Can be overriden by individual
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* engine meta engines to provide their own thumb, such as hiding any on-screen save
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* dialog so that it won't appear in the thumbnail.
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*/
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virtual void getSavegameThumbnail(Graphics::Surface &thumb);
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/**
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* Finds the first empty save slot that can be used for this target
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* @param target Name of a config manager target.
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*
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* @return The first empty save slot, or -1 if all are occupied.
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*/
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int findEmptySaveSlot(const char *target);
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/**
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* Return a list of extra GUI options for the specified target.
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*
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* If no target is specified, all of the available custom GUI options are
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* returned for the plugin (used to set default values).
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*
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* Currently, this only supports options with checkboxes.
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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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*
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* @return A list of extra GUI options for an engine plugin and target.
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*/
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virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const {
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return ExtraGuiOptions();
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}
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public:
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virtual ~MetaEngine() {}
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/**
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* Name of the engine plugin.
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*
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* Classes inheriting a MetaEngine must provide an engineID here,
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* which can then be used to match an Engine with MetaEngine.
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*
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* For example, ScummMetaEngineDetection inherits MetaEngineDetection and provides a
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* engineID of "scumm". ScummMetaEngine inherits MetaEngine and provides the name
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* "Scumm". This way, an Engine can be easily matched with a MetaEngine.
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*/
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virtual const char *getName() const = 0;
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/**
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* Instantiate an engine instance based on the settings of
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* the currently active ConfMan target.
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*
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* The MetaEngine queries the ConfMan singleton for data like the target,
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* gameid, path etc.
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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 that the MetaEngine sets to
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* the newly created Engine, or 0 in case of an error.
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*
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* @return A Common::Error describing the error that occurred, or kNoError.
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*/
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virtual Common::Error createInstance(OSystem *syst, Engine **engine) = 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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* The returned list is guaranteed to be sorted by slot numbers. That
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* means smaller slot numbers are always stored before bigger slot numbers.
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*
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* The caller must ensure that this (Meta)Engine is responsible
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* for the specified target. This is done by using findGame on it respectively
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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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* @note MetaEngines must indicate that this function has been implemented
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* via the kSupportsListSaves feature flag.
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*
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* @param target Name of a config manager target.
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*
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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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/**
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* Return a list of all save states associated with the given target.
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*
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* This is a wrapper around the basic listSaves virtual method, but it has
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* some extra logic for autosave handling.
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*
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* @param target Name of a config manager target.
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* @param saveMode If true, get the list for a save dialog.
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* @return A list of save state descriptors.
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*/
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SaveStateList listSaves(const char *target, bool saveMode) const;
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/**
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* Return the slot number that is used for autosaves, or -1 for engines that
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* don't support autosave.
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*
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* @note This should match the engine getAutosaveSlot() method.
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*/
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virtual int getAutosaveSlot() const {
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return 0;
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}
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/**
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* Return the maximum number of save slots that the engine supports.
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*
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* @note MetaEngines must indicate that this function has been implemented
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* via the kSupportsListSaves feature flag.
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*
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* The default implementation limits the save slots to zero (0).
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*
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* @return Maximum save slot number supported.
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*/
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virtual int getMaximumSaveSlot() const {
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// For games using the new save format, assume 99 slots by default
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return hasFeature(kSavesUseExtendedFormat) ? 99 : 0;
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}
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/**
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* Remove the specified save state.
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*
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* For most engines, this just means calling _saveFileMan->removeSaveFile().
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* Engines that keep an index file will also update it accordingly.
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*
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* @note MetaEngines must indicate that this function has been implemented
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* via the kSupportsDeleteSave feature flag.
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*
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* @param target Name of a config manager target.
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* @param slot Slot number of the save state to be removed.
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*/
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virtual void removeSaveState(const char *target, int slot) const;
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/**
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* Return meta information from the specified save state.
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*
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* Depending on the MetaEngineFeatures set, this can include
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* thumbnails, save date and time, play time.
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*
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* @param target Name of a config manager target.
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* @param slot Slot number of the save state.
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*/
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virtual SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
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/**
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* Return the name of the save file for the given slot and optional target,
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* or a pattern for matching filenames against.
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*
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* @param saveGameIdx Index of the save, or kSavegameFilePattern
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* for returning a filename pattern.
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* @param target Game target. If omitted, then the engine ID is used.
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*/
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virtual Common::String getSavegameFile(int saveGameIdx, const char *target = nullptr) const;
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/**
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* Return the pattern for save files.
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*
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* @param target Game target. If omitted, then the engine ID is used.
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*/
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Common::String getSavegameFilePattern(const char *target = nullptr) const {
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return getSavegameFile(kSavegameFilePattern, target);
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}
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/**
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* Return the keymap used by the target.
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*/
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virtual Common::Array<Common::Keymap *> initKeymaps(const char *target) const;
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/**
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* Register the default values for the settings that the engine uses into the
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* configuration manager.
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*
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* @param target Name of a config manager target.
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*/
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virtual void registerDefaultSettings(const Common::String &target) const;
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/**
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* Return a GUI widget container for configuring the specified target options.
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*
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* Engines can build custom option dialogs from here.
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*
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* Engines that don't have an Engine tab in the Edit Game dialog, or that use
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* ExtraGuiOptions in MetaEngineDetection can return nullptr.
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*
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* @param boss The widget or dialog that the returned widget is a child of.
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* @param name The name that the returned widget must use.
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* @param target Name of a config manager target.
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*/
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virtual GUI::OptionsContainerWidget *buildEngineOptionsWidget(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const;
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/**
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* MetaEngine feature flags.
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*
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* A feature in this context means an ability of the engine that can be
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* either available or not.
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*/
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enum MetaEngineFeature {
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/**
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* List all save states for a given target that is supported.
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*
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* For the target to be supported, the listSaves() and
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* getMaximumSaveSlot methods must be implemented.
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* Used for --list-saves support, as well as the GMM load dialog.
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*/
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kSupportsListSaves,
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/**
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* Load from the launcher or command line (-x).
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*/
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kSupportsLoadingDuringStartup,
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/**
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* Delete saves from the launcher.
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*
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* This means that the engine implements the removeSaveState() method.
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*/
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kSupportsDeleteSave,
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/**
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* Feature meta information for save states.
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*
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* This means that the engine implements the querySaveMetaInfos method properly.
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*
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* Engines implementing meta information always must provide
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* the following entries in the save state descriptor queried
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* by querySaveMetaInfos:
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* - is_deletable - indicates whether a given save is
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* safe for deletion
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* - is_write_protected - indicates whether a given save
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* can be overwritten by the user.
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* You do not need to set this, default value is 'false'.
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*/
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kSavesSupportMetaInfo,
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/**
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* Feature a thumbnail in savegames.
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*
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* This means that the engine includes a thumbnail in save states
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* returned via querySaveMetaInfo.
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* This flag can only be set when kSavesSupportMetaInfo is set.
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*/
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kSavesSupportThumbnail,
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/**
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* Feature @c save_date and @c save_time entries in the
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* save state returned by querySaveMetaInfo.
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*
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* These values indicate the date and time when the savegame was created.
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* This flag can only be set when kSavesSupportMetaInfo is set.
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*/
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kSavesSupportCreationDate,
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/**
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* Feature @c play_time entry in the save state returned by
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* querySaveMetaInfo.
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*
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* This indicates how long the user played the game until the save.
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* This flag can only be set when kSavesSupportMetaInfo is set.
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*/
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kSavesSupportPlayTime,
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/**
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* This feature is available if the engine's saves can be detected
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* with:
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* @code
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* <target>.###
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* @endcode
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* where ### corresponds to slot number.
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*
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* If that is not true, or if the engine uses some unusual way
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* of detecting saves and slot numbers, this should be
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* unavailable. In that case Save/Load dialog for the engine's
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* games is locked during cloud saves sync.
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*
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* NOTE: This flag is used by cloud code, but also in
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* MetaEngine::getSavegameFile(), for common save names.
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*/
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kSimpleSavesNames,
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/**
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* Use the default implementation of save header and thumbnail
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* appended to the save.
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*
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* This flag requires the following flags to be set:
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* - kSavesSupportMetaInfo
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* - kSavesSupportThumbnail
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* - kSavesSupportCreationDate
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* - kSavesSupportPlayTime
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*/
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kSavesUseExtendedFormat
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};
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/**
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* Return the achievements platform to use for the specified target.
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*
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* @param target Name of a config manager target.
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*
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* @return The achievements platform to use for an engine plugin and target.
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*/
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virtual Common::AchievementsPlatform getAchievementsPlatform(const Common::String &target) const;
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/**
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* Return a list of achievement descriptions for the specified target.
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*
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* @param target Name of a config manager target.
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*
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* @return A list of achievement descriptions for an engine plugin and target.
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*/
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virtual const Common::AchievementsInfo getAchievementsInfo(const Common::String &target) const;
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/**
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* Return the achievement descriptions.
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*
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* @note The default implementation returns @c nullptr
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*
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* @return a list of achievement descriptions for an engine.
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*/
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virtual const Common::AchievementDescriptionList* getAchievementDescriptionList() const {
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return nullptr;
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}
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/**
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* Determine whether the engine supports the specified MetaEngine feature.
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*
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* Used by e.g. the launcher to determine whether to enable the Load button.
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*/
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virtual bool hasFeature(MetaEngineFeature f) const;
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/**
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* Write the extended savegame header to the given savegame file.
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*/
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void appendExtendedSave(Common::OutSaveFile *saveFile, uint32 playtime, Common::String desc, bool isAutosave);
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/**
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* Write the extended savegame header to the given WriteStream.
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|
*/
|
|
void appendExtendedSaveToStream(Common::WriteStream *saveFile, uint32 playtime, Common::String desc, bool isAutosave, uint32 offset = 0);
|
|
|
|
/**
|
|
* Copies an existing save file to the first empty slot which is not autosave
|
|
* @param target Name of a config manager target.
|
|
* @param slot Slot number of the save state.
|
|
*
|
|
* @return true if an empty slot was found and the save state was copied. false otherwise.
|
|
*/
|
|
bool copySaveFileToFreeSlot(const char *target, int slot);
|
|
|
|
/**
|
|
* Parse the extended savegame header to retrieve the SaveStateDescriptor information.
|
|
*/
|
|
static void parseSavegameHeader(ExtendedSavegameHeader *header, SaveStateDescriptor *desc);
|
|
/**
|
|
* Populate the given extended savegame header with dummy values.
|
|
*
|
|
* This is used when failing to read the header from a savegame file.
|
|
*/
|
|
static void fillDummyHeader(ExtendedSavegameHeader *header);
|
|
|
|
/**
|
|
* Decode the date from a savegame header into a calendar date. The month and day are both 1-based.
|
|
*/
|
|
static void decodeSavegameDate(const ExtendedSavegameHeader *header, uint16 &outYear, uint8 &outMonth, uint8 &outDay);
|
|
|
|
/**
|
|
* Decode the time from a savegame header into a wall clock time.
|
|
*/
|
|
static void decodeSavegameTime(const ExtendedSavegameHeader *header, uint8 &outHour, uint8 &outMinute);
|
|
|
|
/**
|
|
* Read the extended savegame header from the given savegame file.
|
|
*/
|
|
WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, ExtendedSavegameHeader *header, bool skipThumbnail = true);
|
|
};
|
|
|
|
/**
|
|
* Singleton class that manages all engine plugins.
|
|
*/
|
|
class EngineManager : public Common::Singleton<EngineManager> {
|
|
public:
|
|
/**
|
|
* Given a list of FSNodes in a given directory, detect a set of games contained within.
|
|
* @ param skipADFlags Ignore results which are flagged with the ADGF flags specified here (for mass add)
|
|
* @ param skipIncomplete Ignore incomplete file/md5/size matches (for mass add)
|
|
* Returns an empty list if none are found.
|
|
*/
|
|
DetectionResults detectGames(const Common::FSList &fslist, uint32 skipADFlags = 0, bool skipIncomplete = false);
|
|
|
|
/** Find a plugin by its engine ID. */
|
|
const Plugin *findPlugin(const Common::String &engineId) const;
|
|
|
|
/**
|
|
* Get the list of all plugins for the type specified.
|
|
*
|
|
* By default, it will get METAENGINES, for now.
|
|
* If usage of actual engines never occurs, the default arguments can be skipped,
|
|
* and always have it return PLUGIN_TYPE_ENGINE_DETECTION.
|
|
*/
|
|
const PluginList &getPlugins(const PluginType fetchPluginType = PLUGIN_TYPE_ENGINE_DETECTION) 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 the 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.
|
|
*
|
|
* @return 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;
|
|
|
|
/** Generate valid, non-repeated domainName for game*/
|
|
Common::String generateUniqueDomain(const Common::String gameId);
|
|
|
|
private:
|
|
/** Find a game across all loaded plugins. */
|
|
QualifiedGameList findGameInLoadedPlugins(const Common::String &gameId) 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
|