scummvm/engines/glk/detection.h
Paul Gilbert 62f36d77c8 GLK: Changing ScummGlk engine name to Glk
Calling the engine a different name than it's namespace was just
causing confusion. Better to simply call it Glk, even if it will
be both the underlying API as well as the overall engine name
2019-09-29 16:38:41 -07:00

140 lines
4.3 KiB
C++

/* 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 GLK_DETECTION_H
#define GLK_DETECTION_H
#include "engines/advancedDetector.h"
#include "engines/game.h"
#define MAX_SAVES 99
/**
* ScummVM Meta Engine interface
*/
class GlkMetaEngine : public MetaEngine {
private:
Common::String findFileByGameId(const Common::String &gameId) const;
public:
GlkMetaEngine() : MetaEngine() {}
virtual const char *getName() const {
return "Glk";
}
virtual const char *getOriginalCopyright() const {
return "Infocom games (C) Infocom\nScott Adams games (C) Scott Adams";
}
virtual bool hasFeature(MetaEngineFeature f) const override;
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const override;
virtual SaveStateList listSaves(const char *target) const;
virtual int getMaximumSaveSlot() const;
virtual void removeSaveState(const char *target, int slot) const;
SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
/**
* Returns a list of games supported by this engine.
*/
virtual PlainGameList getSupportedGames() const override;
/**
* 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 override;
/**
* Query the engine for a PlainGameDescriptor for the specified gameid, if any.
*/
virtual PlainGameDescriptor findGame(const char *gameId) const override;
/**
* Calls each sub-engine in turn to ensure no game Id accidentally shares the same Id
*/
void detectClashes() const;
};
namespace Glk {
/**
* Holds the name of a recognised game
*/
struct GameDescriptor {
const char *_gameId;
const char *_description;
uint _options;
GameDescriptor(const char *gameId, const char *description, uint options) :
_gameId(gameId), _description(description), _options(options) {}
GameDescriptor(const PlainGameDescriptor &gd) : _gameId(gd.gameId), _description(gd.description),
_options(0) {}
static PlainGameDescriptor empty() {
return GameDescriptor(nullptr, nullptr, 0);
}
operator PlainGameDescriptor() const {
PlainGameDescriptor pd;
pd.gameId = _gameId;
pd.description = _description;
return pd;
}
};
/**
* Derived game descriptor class to simplifying setting up needed properties
*/
class GlkDetectedGame : public DetectedGame {
public:
GlkDetectedGame(const char *id, const char *desc, const Common::String &filename);
GlkDetectedGame(const char *id, const char *desc, const Common::String &filename,
Common::Language lang);
GlkDetectedGame(const char *id, const char *desc, const Common::String &filename,
const Common::String &md5, size_t filesize);
GlkDetectedGame(const char *id, const char *desc, const char *extra, const Common::String &filename,
Common::Language lang);
};
/**
* Game detection entry
*/
struct GlkDetectionEntry {
const char *const _gameId;
const char *const _extra;
const char *const _md5;
size_t _filesize;
Common::Language _language;
};
#define DT_ENTRY0(ID, MD5, FILESIZE) { ID, "", MD5, FILESIZE, Common::EN_ANY }
#define DT_ENTRY1(ID, EXTRA, MD5, FILESIZE) { ID, EXTRA, MD5, FILESIZE, Common::EN_ANY }
#define DT_ENTRYL0(ID, LANG, MD5, FILESIZE) { ID, "", MD5, FILESIZE, LANG }
#define DT_ENTRYL1(ID, LANG, EXTRA, MD5, FILESIZE) { ID, EXTRA, MD5, FILESIZE, LANG }
#define DT_END_MARKER { nullptr, nullptr, nullptr, 0, Common::EN_ANY }
} // End of namespace Glk
#endif