scummvm/engines/metaengine.h
2008-02-02 02:35:13 +00:00

82 lines
2.9 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.
*
* $URL$
* $Id$
*/
#ifndef ENGINES_METAENGINE_H
#define ENGINES_METAENGINE_H
#include "common/scummsys.h"
#include "common/str.h"
#include "common/error.h"
#include "base/game.h"
class Engine;
class OSystem;
/**
* 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:
virtual ~MetaEngine() {}
virtual const char *getName() const = 0;
virtual const char *getCopyright() const = 0;
// virtual int getVersion() const = 0; // TODO!
virtual GameList getSupportedGames() const = 0;
virtual GameDescriptor findGame(const char *gameid) const = 0;
virtual GameList detectGames(const FSList &fslist) const = 0;
virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0;
};
/**
* The META_COMPATIBLITY_WRAPPER macro is there to ease the transition from the
* old plugin API to the new MetaEngine class. Ultimately, this macro will go
* and REGISTER_PLUGIN will be changed to simply take an ID and a METACLASS.
* Until then, use META_COMPATIBLITY_WRAPPER + REGISTER_PLUGIN.
*/
#define META_COMPATIBLITY_WRAPPER(ID,METACLASS) \
static MetaEngine &getMetaEngine() { \
static MetaEngine *meta = 0; \
if (!meta) meta = new METACLASS(); \
return *meta; \
} \
GameList Engine_##ID##_gameIDList() { return getMetaEngine().getSupportedGames(); } \
GameDescriptor Engine_##ID##_findGameID(const char *gameid) { return getMetaEngine().findGame(gameid); } \
PluginError Engine_##ID##_create(OSystem *syst, Engine **engine) { return getMetaEngine().createInstance(syst, engine); } \
GameList Engine_##ID##_detectGames(const FSList &fslist) { return getMetaEngine().detectGames(fslist); } \
void dummyFuncToAllowTrailingSemicolon()
#endif