scummvm/engines/metaengine.h
Bastien Bouclet 519b4a57e2 KEYMAPPER: Allow engines to return multiple keymaps
The idea is that keymaps may be situational. A keymap may be always
enabled, while another one may be enabled only during combat..
2020-01-29 08:51:29 +01:00

383 lines
12 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.
*
*/
#ifndef ENGINES_METAENGINE_H
#define ENGINES_METAENGINE_H
#include "common/scummsys.h"
#include "common/error.h"
#include "common/array.h"
#include "engines/game.h"
#include "engines/savestate.h"
#include "base/plugins.h"
class Engine;
class OSystem;
namespace Common {
class Keymap;
class FSList;
class OutSaveFile;
class String;
typedef SeekableReadStream InSaveFile;
}
namespace Graphics {
struct Surface;
}
/**
* Per-game extra GUI options structure.
* Currently, this can only be used for options with checkboxes.
*/
struct ExtraGuiOption {
const char *label; // option label, e.g. "Fullscreen mode"
const char *tooltip; // option tooltip (when the mouse hovers above it)
const char *configOption; // confMan key, e.g. "fullscreen"
bool defaultState; // the detault state of the checkbox (checked or not)
};
typedef Common::Array<ExtraGuiOption> ExtraGuiOptions;
#define EXTENDED_SAVE_VERSION 3
struct ExtendedSavegameHeader {
char id[6];
uint8 version;
Common::String saveName;
Common::String description;
uint32 date;
uint16 time;
uint32 playtime;
Graphics::Surface *thumbnail;
ExtendedSavegameHeader() {
memset(id, 0, 6);
version = 0;
date = 0;
time = 0;
playtime = 0;
thumbnail = nullptr;
}
};
/**
* 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 PluginObject {
public:
virtual ~MetaEngine() {}
/** Get the engine ID */
virtual const char *getEngineId() const = 0;
/** Returns some copyright information about the original engine. */
virtual const char *getOriginalCopyright() const = 0;
/** Returns a list of games supported by this engine. */
virtual PlainGameList getSupportedGames() const = 0;
/** Query the engine for a PlainGameDescriptor for the specified gameid, if any. */
virtual PlainGameDescriptor findGame(const char *gameId) const = 0;
/**
* Runs the engine's game detector on the given list of files, and returns a
* (possibly empty) list of games supported by the engine which it was able
* to detect amongst the given files.
*/
virtual DetectedGames detectGames(const Common::FSList &fslist) const = 0;
/**
* Tries to instantiate an engine instance based on the settings of
* the currently active ConfMan target. That is, the MetaEngine should
* query the ConfMan singleton for the target, gameid, path etc. data.
*
* @param syst Pointer to the global OSystem object
* @param engine Pointer to a pointer which the MetaEngine sets to
* the newly create Engine, or 0 in case of an error
* @return a Common::Error describing the error which occurred, or kNoError
*/
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const = 0;
/**
* Return a list of all save states associated with the given target.
*
* The returned list is guaranteed to be sorted by slot numbers. That
* means smaller slot numbers are always stored before bigger slot numbers.
*
* The caller has to ensure that this (Meta)Engine is responsible
* for the specified target (by using findGame on it respectively
* on the associated gameid from the relevant ConfMan entry, if present).
*
* The default implementation returns an empty list.
*
* @note MetaEngines must indicate that this function has been implemented
* via the kSupportsListSaves feature flag.
*
* @param target name of a config manager target
* @return a list of save state descriptors
*/
virtual SaveStateList listSaves(const char *target) const;
/**
* Return a list of extra GUI options for the specified target.
* If no target is specified, all of the available custom GUI options are
* Returned for the plugin (used to set default values).
*
* Currently, this only supports options with checkboxes.
*
* The default implementation returns an empty list.
*
* @param target name of a config manager target
* @return a list of extra GUI options for an engine plugin and
* target
*/
virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const {
return ExtraGuiOptions();
}
/**
* Return the maximum save slot that the engine supports.
*
* @note MetaEngines must indicate that this function has been implemented
* via the kSupportsListSaves feature flag.
*
* The default implementation limits the save slots to zero (0).
*
* @return maximum save slot number supported
*/
virtual int getMaximumSaveSlot() const {
return 0;
}
/**
* Remove the specified save state.
*
* For most engines this just amounts to calling _saveFileMan->removeSaveFile().
* Engines which keep an index file will also update it accordingly.
*
* @note MetaEngines must indicate that this function has been implemented
* via the kSupportsDeleteSave feature flag.
*
* @param target name of a config manager target
* @param slot slot number of the save state to be removed
*/
virtual void removeSaveState(const char *target, int slot) const;
/**
* Returns meta infos from the specified save state.
*
* Depending on the MetaEngineFeatures set this can include
* thumbnails, save date / time, play time.
*
* @param target name of a config manager target
* @param slot slot number of the save state
*/
virtual SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
/**
* Returns name of the save file for given slot and optional target.
*
* @param saveGameIdx index of the save
* @param target game target. If omitted, then the engine id is used
*/
virtual const char *getSavegameFile(int saveGameIdx, const char *target = nullptr) const;
/**
* Returns pattern for save files.
*
* @param target game target. If omitted, then the engine id is used
*/
virtual const char *getSavegamePattern(const char *target = nullptr) const;
/**
* Return the keymap used by the target.
*/
virtual Common::Array<Common::Keymap *> initKeymaps(const char *target) const;
/** @name MetaEngineFeature flags */
//@{
/**
* A feature in this context means an ability of the engine which can be
* either available or not.
*/
enum MetaEngineFeature {
/**
* Listing all Save States for a given target is supported, i.e.,
* the listSaves() and getMaximumSaveSlot methods are implemented.
* Used for --list-saves support, as well as the GMM load dialog.
*/
kSupportsListSaves,
/**
* Loading from the Launcher / command line (-x)
*/
kSupportsLoadingDuringStartup,
/**
* Deleting Saves from the Launcher (i.e. implements the
* removeSaveState() method)
*/
kSupportsDeleteSave,
/**
* Features meta infos for savestates (i.e. implements the
* querySaveMetaInfos method properly).
*
* Engines implementing meta infos always have to provide
* the following entries in the save state descriptor queried
* by querySaveMetaInfos:
* - 'is_deletable', which indicates if a given save is
* safe for deletion
* - 'is_write_protected', which indicates if a given save
* can be overwritten by the user.
* (note: of course you do not have to
* set this, since it defaults to 'false')
*/
kSavesSupportMetaInfo,
/**
* Features a thumbnail in savegames (i.e. includes a thumbnail
* in savestates returned via querySaveMetaInfo).
* This flag may only be set when 'kSavesSupportMetaInfo' is set.
*/
kSavesSupportThumbnail,
/**
* Features 'save_date' and 'save_time' entries in the
* savestate returned by querySaveMetaInfo. Those values
* indicate the date/time the savegame was created.
* This flag may only be set when 'kSavesSupportMetaInfo' is set.
*/
kSavesSupportCreationDate,
/**
* Features 'play_time' entry in the savestate returned by
* querySaveMetaInfo. It indicates how long the user played
* the game till the save.
* This flag may only be set when 'kSavesSupportMetaInfo' is set.
*/
kSavesSupportPlayTime,
/**
* Feature is available if engine's saves could be detected
* with "<target>.###" pattern and "###" corresponds to slot
* number.
*
* If that's not true or engine is using some unusual way
* of detecting saves and slot numbers, this should be
* unavailable. In that case Save/Load dialog for engine's
* games is locked during cloud saves sync.
*/
kSimpleSavesNames,
/**
* Uses default implementation of save header and thumbnail
* appended to the save.
* This flag requires the following flags to be set:
* kSavesSupportMetaInfo, kSavesSupportThumbnail, kSavesSupportCreationDate,
* kSavesSupportPlayTime
*/
kSavesUseExtendedFormat
};
/**
* Determine whether the engine supports the specified MetaEngine feature.
* Used by e.g. the launcher to determine whether to enable the "Load" button.
*/
virtual bool hasFeature(MetaEngineFeature f) const {
return false;
}
static void appendExtendedSave(Common::OutSaveFile *saveFile, uint32 playtime, Common::String desc);
static void parseSavegameHeader(ExtendedSavegameHeader *header, SaveStateDescriptor *desc);
static void fillDummyHeader(ExtendedSavegameHeader *header);
static WARN_UNUSED_RESULT bool readSavegameHeader(Common::InSaveFile *in, ExtendedSavegameHeader *header, bool skipThumbnail = true);
//@}
};
/**
* Singleton class which manages all Engine plugins.
*/
class EngineManager : public Common::Singleton<EngineManager> {
public:
/**
* Given a list of FSNodes in a given directory, detect a set of games contained within
*
* Returns an empty list if none are found.
*/
DetectionResults detectGames(const Common::FSList &fslist) const;
/** Find a plugin by its engine ID */
const Plugin *findPlugin(const Common::String &engineId) const;
/** Get the list of all engine plugins */
const PluginList &getPlugins() const;
/** Find a target */
QualifiedGameDescriptor findTarget(const Common::String &target, const Plugin **plugin = NULL) const;
/**
* List games matching the specified criteria
*
* If the engine id is not specified, this scans all the plugins,
* loading them from disk if necessary. This is a slow operation on
* some platforms and should not be used for the happy path.
*/
QualifiedGameList findGamesMatching(const Common::String &engineId, const Common::String &gameId) const;
/**
* Create a target from the supplied game descriptor
*
* Returns the created target name.
*/
Common::String createTargetForGame(const DetectedGame &game);
/** Upgrade a target to the current configuration format */
void upgradeTargetIfNecessary(const Common::String &target) const;
private:
/** Find a game across all loaded plugins */
QualifiedGameList findGameInLoadedPlugins(const Common::String &gameId) const;
/** Find a loaded plugin with the given engine ID */
const Plugin *findLoadedPlugin(const Common::String &engineId) const;
/** Use heuristics to complete a target lacking an engine ID */
void upgradeTargetForEngineId(const Common::String &target) const;
};
/** Convenience shortcut for accessing the engine manager. */
#define EngineMan EngineManager::instance()
#endif