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273 lines
8.9 KiB
C++
273 lines
8.9 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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*/
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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/error.h"
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#include "common/array.h"
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#include "engines/game.h"
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#include "engines/savestate.h"
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#include "base/plugins.h"
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class Engine;
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class OSystem;
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namespace Common {
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class FSList;
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class String;
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}
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/**
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* Per-game extra GUI options structure.
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* Currently, this can only be used for options with checkboxes.
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*/
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struct ExtraGuiOption {
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const char *label; // option label, e.g. "Fullscreen mode"
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const char *tooltip; // option tooltip (when the mouse hovers above it)
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const char *configOption; // confMan key, e.g. "fullscreen"
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bool defaultState; // the detault state of the checkbox (checked or not)
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};
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typedef Common::Array<ExtraGuiOption> ExtraGuiOptions;
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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 : public PluginObject {
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public:
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virtual ~MetaEngine() {}
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/** Returns some copyright information about the original engine. */
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virtual const char *getOriginalCopyright() const = 0;
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/** Returns a list of games supported by this engine. */
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virtual GameList getSupportedGames() const = 0;
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/** Query the engine for a GameDescriptor for the specified gameid, if any. */
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virtual GameDescriptor findGame(const char *gameid) const = 0;
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/**
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* Runs the engine's game detector on the given list of files, and returns a
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* (possibly empty) list of games supported by the engine which it was able
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* to detect amongst the given files.
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*/
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virtual GameList detectGames(const Common::FSList &fslist) const = 0;
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/**
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* Tries to instantiate an engine instance based on the settings of
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* the currently active ConfMan target. That is, the MetaEngine should
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* query the ConfMan singleton for the target, gameid, path etc. data.
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*
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* @param syst Pointer to the global OSystem object
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* @param engine Pointer to a pointer which the MetaEngine sets to
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* the newly create Engine, or 0 in case of an error
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* @return a Common::Error describing the error which occurred, or kNoError
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*/
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virtual Common::Error createInstance(OSystem *syst, Engine **engine) const = 0;
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/**
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* Return a list of all save states associated with the given target.
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*
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* The returned list is guaranteed to be sorted by slot numbers. That
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* means smaller slot numbers are always stored before bigger slot numbers.
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*
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* The caller has to ensure that this (Meta)Engine is responsible
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* for the specified target (by using findGame on it respectively
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* on the associated gameid from the relevant ConfMan entry, if present).
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*
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* The default implementation returns an empty list.
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*
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* @note MetaEngines must indicate that this function has been implemented
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* via the kSupportsListSaves feature flag.
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*
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* @param target name of a config manager target
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* @return a list of save state descriptors
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*/
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virtual SaveStateList listSaves(const char *target) const {
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return SaveStateList();
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}
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/**
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* Return a list of extra GUI options for the specified target.
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* If no target is specified, all of the available custom GUI options are
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* Returned for the plugin (used to set default values).
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*
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* Currently, this only supports options with checkboxes.
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*
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* The default implementation returns an empty list.
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*
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* @param target name of a config manager target
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* @return a list of extra GUI options for an engine plugin and
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* target
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*/
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virtual const ExtraGuiOptions getExtraGuiOptions(const Common::String &target) const {
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return ExtraGuiOptions();
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}
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/**
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* Return the maximum save slot that the engine supports.
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*
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* @note MetaEngines must indicate that this function has been implemented
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* via the kSupportsListSaves feature flag.
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*
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* The default implementation limits the save slots to zero (0).
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*
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* @return maximum save slot number supported
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*/
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virtual int getMaximumSaveSlot() const {
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return 0;
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}
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/**
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* Remove the specified save state.
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*
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* For most engines this just amounts to calling _saveFileMan->removeSaveFile().
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* Engines which keep an index file will also update it accordingly.
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*
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* @note MetaEngines must indicate that this function has been implemented
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* via the kSupportsDeleteSave feature flag.
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*
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* @param target name of a config manager target
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* @param slot slot number of the save state to be removed
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*/
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virtual void removeSaveState(const char *target, int slot) const {}
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/**
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* Returns meta infos from the specified save state.
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*
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* Depending on the MetaEngineFeatures set this can include
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* thumbnails, save date / time, play time.
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*
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* @param target name of a config manager target
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* @param slot slot number of the save state
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*/
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virtual SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const {
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return SaveStateDescriptor();
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}
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/** @name MetaEngineFeature flags */
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//@{
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/**
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* A feature in this context means an ability of the engine which can be
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* either available or not.
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*/
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enum MetaEngineFeature {
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/**
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* Listing all Save States for a given target is supported, i.e.,
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* the listSaves() and getMaximumSaveSlot methods are implemented.
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* Used for --list-saves support, as well as the GMM load dialog.
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*/
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kSupportsListSaves,
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/**
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* Loading from the Launcher / command line (-x)
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*/
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kSupportsLoadingDuringStartup,
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/**
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* Deleting Saves from the Launcher (i.e. implements the
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* removeSaveState() method)
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*/
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kSupportsDeleteSave,
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/**
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* Features meta infos for savestates (i.e. implements the
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* querySaveMetaInfos method properly).
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*
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* Engines implementing meta infos always have to provide
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* the following entries in the save state descriptor queried
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* by querySaveMetaInfos:
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* - 'is_deletable', which indicates if a given save is
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* safe for deletion
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* - 'is_write_protected', which indicates if a given save
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* can be overwritten by the user.
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* (note: of course you do not have to
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* set this, since it defaults to 'false')
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*/
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kSavesSupportMetaInfo,
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/**
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* Features a thumbnail in savegames (i.e. includes a thumbnail
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* in savestates returned via querySaveMetaInfo).
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* This flag may only be set when 'kSavesSupportMetaInfo' is set.
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*/
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kSavesSupportThumbnail,
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/**
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* Features 'save_date' and 'save_time' entries in the
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* savestate returned by querySaveMetaInfo. Those values
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* indicate the date/time the savegame was created.
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* This flag may only be set when 'kSavesSupportMetaInfo' is set.
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*/
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kSavesSupportCreationDate,
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/**
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* Features 'play_time' entry in the savestate returned by
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* querySaveMetaInfo. It indicates how long the user played
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* the game till the save.
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* This flag may only be set when 'kSavesSupportMetaInfo' is set.
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*/
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kSavesSupportPlayTime
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};
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/**
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* Determine whether the engine supports the specified MetaEngine feature.
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* Used by e.g. the launcher to determine whether to enable the "Load" button.
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*/
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virtual bool hasFeature(MetaEngineFeature f) const {
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return false;
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}
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//@}
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};
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// Engine plugins
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typedef PluginSubclass<MetaEngine> EnginePlugin;
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/**
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* Singleton class which manages all Engine plugins.
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*/
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class EngineManager : public Common::Singleton<EngineManager> {
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public:
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GameDescriptor findGameInLoadedPlugins(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
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GameList detectGames(const Common::FSList &fslist) const;
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const EnginePlugin::List &getPlugins() const;
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};
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/** Convenience shortcut for accessing the engine manager. */
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#define EngineMan EngineManager::instance()
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#endif
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