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3a196478c6
When clearing an existant object clear() should be used. When constructing objects (or using default values for parameters) the constructor of String without any argument should be used. This changes only a few instances I noticed while looking over some recent commit logs.
118 lines
4.4 KiB
C++
118 lines
4.4 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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* 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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* 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/util.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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};
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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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/**
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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 : public Common::StringMap {
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public:
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GameDescriptor();
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GameDescriptor(const PlainGameDescriptor &pgd, Common::String guioptions = Common::String());
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GameDescriptor(const Common::String &gameid,
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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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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 *extra = 0);
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void setGUIOptions(Common::String options);
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void appendGUIOptions(const Common::String &str);
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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 getSupportLevel();
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void setSupportLevel(GameSupportLevel gsl);
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Common::String &gameid() { return getVal("gameid"); }
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Common::String &description() { return getVal("description"); }
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const Common::String &gameid() const { return getVal("gameid"); }
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const Common::String &description() const { return getVal("description"); }
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Common::Language language() const { return contains("language") ? Common::parseLanguage(getVal("language")) : Common::UNK_LANG; }
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Common::Platform platform() const { return contains("platform") ? Common::parsePlatform(getVal("platform")) : Common::kPlatformUnknown; }
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const Common::String &preferredtarget() const {
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return contains("preferredtarget") ? getVal("preferredtarget") : getVal("gameid");
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}
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};
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/** List of games. */
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class GameList : public Common::Array<GameDescriptor> {
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public:
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GameList() {}
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GameList(const GameList &list) : Common::Array<GameDescriptor>(list) {}
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GameList(const PlainGameDescriptor *g) {
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while (g->gameid) {
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push_back(GameDescriptor(*g));
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g++;
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}
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}
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};
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#endif
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