mirror of
https://github.com/libretro/scummvm.git
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75ae7cdb73
svn-id: r25576
243 lines
7.4 KiB
C++
243 lines
7.4 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2005-2006 The ScummVM project
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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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* $URL$
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* $Id$
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*
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*/
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#ifndef COMMON_ADVANCED_DETECTOR_H
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#define COMMON_ADVANCED_DETECTOR_H
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#include "common/fs.h"
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#include "base/game.h" // For PlainGameDescriptor and GameList
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#include "base/plugins.h" // For PluginError
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namespace Common {
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struct ADGameFileDescription {
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const char *fileName;
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uint16 fileType; // Optional. Not used during detection, only by engines.
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const char *md5; // Optional. May be NULL.
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int32 fileSize; // Optional. Set to -1 to ignore.
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};
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#define AD_ENTRY1(f, x) {{ f, 0, x, -1}, {NULL, 0, NULL, 0}}
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#define AD_ENTRY1s(f, x, s) {{ f, 0, x, s}, {NULL, 0, NULL, 0}}
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enum ADGameFlags {
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ADGF_NO_FLAGS = 0,
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ADGF_DEMO = (1 << 30)
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};
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struct ADGameDescription {
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const char *gameid;
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const char *extra;
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ADGameFileDescription filesDescriptions[14];
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Language language;
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Platform platform;
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/**
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* A bitmask of extra flags. The top 8 bits are reserved for generic flags
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* defined in the ADGameFlags. This leaves 24 flags to be used by client
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* code.
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*/
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uint32 flags;
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};
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/**
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* A list of pointers to ADGameDescription structs (or subclasses thereof).
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*/
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typedef Array<const ADGameDescription*> ADGameDescList;
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/**
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* End marker for a table of ADGameDescription structs. Use this to
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* terminate a list to be passed to the AdvancedDetector API.
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*/
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#define AD_TABLE_END_MARKER \
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{ NULL, NULL, { { NULL, 0, NULL, 0 } }, Common::UNK_LANG, Common::kPlatformUnknown, Common::ADGF_NO_FLAGS }
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struct ADObsoleteGameID {
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const char *from;
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const char *to;
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Common::Platform platform;
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};
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enum ADFlags {
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/**
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* Generate/augment preferred target with information on the language (if
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* not equal to english) and platform (if not equal to PC).
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*/
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kADFlagAugmentPreferredTarget = (1 << 0),
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kADFlagFilebasedFallback = (1 << 1) // Use file based fallback detection
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};
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/**
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* A structure containing all parameters for the AdvancedDetector.
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* Typically, an engine will have a single instance of this which is
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* then passed to the various AdvancedDetector functions.
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*/
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struct ADParams {
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/**
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* Pointer to an array of objects which are either ADGameDescription
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* or superset structures (i.e. start with an ADGameDescription member.
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* The list is terminated by an entry with a gameid equal to 0
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* (see AD_TABLE_END_MARKER).
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*/
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const byte *descs;
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/**
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* The size of a single entry of the above descs array. Always
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* must be >= sizeof(ADGameDescription).
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*/
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uint descItemSize;
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/**
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* The number of bytes to compute MD5 sum for. The AdvancedDetector
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* is primarily based on computing and matching MD5 checksums of files.
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* Since doing that for large files can be slow, it can be restricted
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* to a subset of all files.
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* Typically this will be set to something between 5 and 50 kilobyte,
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* but arbitrary non-zero values are possible.
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*/
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uint md5Bytes;
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/**
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* A list of all gameids (and their corresponding descriptions) supported
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* by this engine.
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*/
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const PlainGameDescriptor *list;
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/**
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* Structure for autoupgrading obsolete targets (optional).
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*
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* @todo Properly explain this.
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*/
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const Common::ADObsoleteGameID *obsoleteList;
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/**
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* Name of single gameid (optional).
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*
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* @todo Properly explain this -- what does it do?
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*/
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const char *singleid;
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/**
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* List of files for file-based fallback detection (optional).
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* This is used if the regular MD5 based detection failed to
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* detect anything.
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*
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* @todo Properly explain this
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*/
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const char **fileBasedFallback;
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/**
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* A callback pointing to an (optional) generic fallback detect
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* function. If present, this callback is invoked if both the regular
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* MD5 based detection as well as the file based fallback failed
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* to detect anything.
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*
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* @note The fslist parameter may be 0 -- in that case, it is assumed
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* that the callback searchs the current directory.
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*
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* @todo
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*/
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ADGameDescList (*fallbackDetectFunc)(const FSList *fslist);
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/**
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* A bitmask of flags which can be used to configure the behavior
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* of the AdvancedDetector. Refer to ADFlags for a list of flags
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* that can be ORed together and passed here.
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*/
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uint32 flags;
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};
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namespace AdvancedDetector {
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/**
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* Returns list of targets supported by the engine.
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* Distinguishes engines with single ID
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*/
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GameList gameIDList(const Common::ADParams ¶ms);
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/**
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* Scan through the game descriptors specified in params and search for
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* 'gameid' in there. If a match is found, returns a GameDescriptor
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* with gameid and description set.
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*/
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GameDescriptor findGameID(const char *gameid, const Common::ADParams ¶ms);
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// FIXME/TODO: Rename this function to something more sensible.
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GameList detectAllGames(const FSList &fslist, const Common::ADParams ¶ms);
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// FIXME/TODO: Rename this function to something more sensible.
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const ADGameDescription *detectBestMatchingGame(const Common::ADParams ¶ms);
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// FIXME/TODO: Rename this function to something more sensible.
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void upgradeTargetIfNecessary(const Common::ADParams ¶ms);
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// FIXME/TODO: Rename this function to something more sensible.
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PluginError detectGameForEngineCreation(const Common::ADParams ¶ms);
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// FIXME: It would probably be good to merge detectBestMatchingGame
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// and detectGameForEngineCreation into a single function. Right now, the
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// detection code called priort to creating an engine instance
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// (i.e. detectGameForEngineCreation) differs from the detection code the
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// engines call internally (i.e. detectBestMatchingGame). This could lead
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// to hard to debug and odd errors.
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} // End of namespace AdvancedDetector
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#define ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,factoryFunc,params) \
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GameList Engine_##engine##_gameIDList() { \
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return Common::AdvancedDetector::gameIDList(params); \
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} \
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GameDescriptor Engine_##engine##_findGameID(const char *gameid) { \
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return Common::AdvancedDetector::findGameID(gameid, params); \
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} \
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GameList Engine_##engine##_detectGames(const FSList &fslist) { \
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return Common::AdvancedDetector::detectAllGames(fslist, params); \
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} \
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PluginError Engine_##engine##_create(OSystem *syst, Engine **engine) { \
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assert(syst); \
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assert(engine); \
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Common::AdvancedDetector::upgradeTargetIfNecessary(params); \
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PluginError err = Common::AdvancedDetector::detectGameForEngineCreation(params); \
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if (err == kNoError) \
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*engine = factoryFunc(syst); \
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return err; \
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} \
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void dummyFuncToAllowTrailingSemicolon()
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#define ADVANCED_DETECTOR_DEFINE_PLUGIN(engine,className,params) \
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static Engine *engine##_createInstance(OSystem *syst) { \
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return new className(syst); \
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} \
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ADVANCED_DETECTOR_DEFINE_PLUGIN_WITH_FUNC(engine,engine##_createInstance,params); \
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void dummyFuncToAllowTrailingSemicolon()
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} // End of namespace Common
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#endif
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