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228 lines
7.3 KiB
C++
228 lines
7.3 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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*/
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#ifndef ENGINES_GAME_H
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#define ENGINES_GAME_H
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#include "common/array.h"
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#include "common/hash-str.h"
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#include "common/str.h"
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#include "common/language.h"
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#include "common/platform.h"
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/**
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* A simple structure used to map gameids (like "monkey", "sword1", ...) to
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* nice human readable and descriptive game titles (like "The Secret of Monkey Island").
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* This is a plain struct to make it possible to declare NULL-terminated C arrays
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* consisting of PlainGameDescriptors.
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*/
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struct PlainGameDescriptor {
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const char *gameId;
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const char *description;
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PlainGameDescriptor() : gameId(nullptr), description(nullptr) {}
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PlainGameDescriptor(const char *id, const char *desc) : gameId(id), description(desc) {}
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};
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/**
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* Given a list of PlainGameDescriptors, returns the first PlainGameDescriptor
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* matching the given gameid. If not match is found return 0.
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* The end of the list must be marked by an entry with gameid 0.
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*/
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const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list);
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class PlainGameList : public Common::Array<PlainGameDescriptor> {
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public:
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PlainGameList() {}
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PlainGameList(const PlainGameList &list) : Common::Array<PlainGameDescriptor>(list) {}
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PlainGameList(const PlainGameDescriptor *g) {
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while (g->gameId) {
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push_back(*g);
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g++;
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}
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}
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};
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/**
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* Ths is an enum to describe how done a game is. This also indicates what level of support is expected.
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*/
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enum GameSupportLevel {
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kStableGame = 0, // the game is fully supported
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kTestingGame, // the game is not supposed to end up in releases yet but is ready for public testing
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kUnstableGame // the game is not even ready for public testing yet
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};
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/**
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* A hashmap describing details about a given game. In a sense this is a refined
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* version of PlainGameDescriptor, as it also contains a gameid and a description string.
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* But in addition, platform and language settings, as well as arbitrary other settings,
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* can be contained in a GameDescriptor.
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* This is an essential part of the glue between the game engines and the launcher code.
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*/
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class GameDescriptor {
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public:
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GameDescriptor();
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explicit GameDescriptor(const PlainGameDescriptor &pgd, const Common::String &guioptions = Common::String());
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GameDescriptor(const Common::String &id,
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const Common::String &description,
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Common::Language language = Common::UNK_LANG,
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Common::Platform platform = Common::kPlatformUnknown,
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const Common::String &guioptions = Common::String(),
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GameSupportLevel gsl = kStableGame);
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/**
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* Update the description string by appending (EXTRA/PLATFORM/LANG) to it.
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* Values that are missing are omitted, so e.g. (EXTRA/LANG) would be
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* added if no platform has been specified but a language and an extra string.
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*/
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void updateDesc(const char *extraDesc = 0);
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void setGUIOptions(const Common::String &options);
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void appendGUIOptions(const Common::String &str);
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Common::String getGUIOptions() const { return _guiOptions; }
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Common::String gameId;
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Common::String preferredTarget;
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Common::String description;
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Common::Language language;
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Common::Platform platform;
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Common::String path;
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Common::String extra;
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/**
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* What level of support is expected of this game
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*/
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GameSupportLevel gameSupportLevel;
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private:
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Common::String _guiOptions;
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};
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/** List of games. */
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typedef Common::Array<GameDescriptor> GameList;
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/**
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* A record describing the properties of a file. Used on the existing
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* files while detecting a game.
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*/
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struct FileProperties {
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int32 size;
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Common::String md5;
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FileProperties() : size(-1) {}
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};
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/**
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* A map of all relevant existing files while detecting.
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*/
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typedef Common::HashMap<Common::String, FileProperties, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> FilePropertiesMap;
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struct DetectedGame {
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/**
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* The name of the engine supporting the detected game
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*/
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const char *engineName;
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/**
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* The identifier of the detected game
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*
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* For engines using the singleId feature, this is the true engine-specific gameId, not the singleId.
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*/
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const char *gameId;
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/**
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* A game was detected, but some files were not recognized
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*
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* This can happen when the md5 or size of the detected files did not match the engine's detection tables.
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* When this is true, the list of matched files below contains detail about the unknown files.
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*
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* @see matchedFiles
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*/
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bool hasUnknownFiles;
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/**
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* An optional list of the files that were used to match the game with the engine's detection tables
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*/
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FilePropertiesMap matchedFiles;
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/**
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* This detection entry contains enough data to add the game to the configuration manager and launch it
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*
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* @see matchedGame
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*/
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bool canBeAdded;
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/**
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* Details about the detected game
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*/
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GameDescriptor matchedGame;
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DetectedGame() : engineName(nullptr), gameId(nullptr), hasUnknownFiles(false), canBeAdded(true) {}
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};
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typedef Common::Array<DetectedGame> DetectedGames;
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/**
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* Contains a list of games found by the engines' detectors.
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*
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* Each detected game can either:
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* - be fully recognized (e.g. an exact match was found in the detection tables of an engine)
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* - be an unknown variant (e.g. a game using files with the same name was found in the detection tables)
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* - be recognized with unknown files (e.g. the game was exactly not found in the detection tables,
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* but the detector was able to gather enough data to allow launching the game)
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*
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* Practically, this means a detected game can be in both the recognized game list and in the unknown game
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* report handled by this class.
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*/
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class DetectionResults {
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public:
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explicit DetectionResults(const DetectedGames &detectedGames);
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/**
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* List all the games that were recognized by the engines
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*
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* Recognized games can be added to the configuration manager and then launched.
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*/
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DetectedGames listRecognizedGames();
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/**
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* Were unknown game variants found by the engines?
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*
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* When unknown game variants are found, an unknown game report can be generated.
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*/
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bool foundUnknownGames() const;
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/**
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* Generate a report that we found an unknown game variant, together with the file
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* names, sizes and MD5 sums.
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*
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* @param translate translate the report to the currently active GUI language
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* @param wordwrapAt word wrap the text part of the report after a number of characters
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*/
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Common::String generateUnknownGameReport(bool translate, uint32 wordwrapAt = 0) const;
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private:
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DetectedGames _detectedGames;
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};
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#endif
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