mirror of
https://github.com/libretro/scummvm.git
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5165ff448d
svn-id: r30728
82 lines
2.9 KiB
C++
82 lines
2.9 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 "base/game.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 {
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public:
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virtual ~MetaEngine() {}
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virtual const char *getName() const = 0;
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virtual const char *getCopyright() const = 0;
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// virtual int getVersion() const = 0; // TODO!
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virtual GameList getSupportedGames() const = 0;
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virtual GameDescriptor findGame(const char *gameid) const = 0;
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virtual GameList detectGames(const FSList &fslist) const = 0;
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virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0;
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};
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/**
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* The META_COMPATIBLITY_WRAPPER macro is there to ease the transition from the
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* old plugin API to the new MetaEngine class. Ultimately, this macro will go
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* and REGISTER_PLUGIN will be changed to simply take an ID and a METACLASS.
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* Until then, use META_COMPATIBLITY_WRAPPER + REGISTER_PLUGIN.
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*/
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#define META_COMPATIBLITY_WRAPPER(ID,METACLASS) \
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static MetaEngine &getMetaEngine() { \
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static MetaEngine *meta = 0; \
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if (!meta) meta = new METACLASS(); \
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return *meta; \
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} \
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GameList Engine_##ID##_gameIDList() { return getMetaEngine().getSupportedGames(); } \
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GameDescriptor Engine_##ID##_findGameID(const char *gameid) { return getMetaEngine().findGame(gameid); } \
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PluginError Engine_##ID##_create(OSystem *syst, Engine **engine) { return getMetaEngine().createInstance(syst, engine); } \
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GameList Engine_##ID##_detectGames(const FSList &fslist) { return getMetaEngine().detectGames(fslist); } \
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void dummyFuncToAllowTrailingSemicolon()
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#endif
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