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283 lines
9.5 KiB
C++
283 lines
9.5 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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/ustr.h"
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#include "common/str-array.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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* @defgroup engines_game Games
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* @ingroup engines
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*
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* @brief API for managing games by engines.
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*
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* @{
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*/
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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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static PlainGameDescriptor empty();
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static PlainGameDescriptor of(const char *gameId, 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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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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* The description of a game supported by an engine
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*/
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struct QualifiedGameDescriptor {
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Common::String engineId;
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Common::String gameId;
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Common::String description;
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QualifiedGameDescriptor() {}
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QualifiedGameDescriptor(const char *engine, const PlainGameDescriptor &pgd);
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};
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typedef Common::Array<QualifiedGameDescriptor> QualifiedGameList;
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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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kUnsupportedGame, // we don't want to support the game
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kWarningGame // we want to ask user to proceed and provide them with an explanation
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};
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/**
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* This enum is used to indicate the method of MD5 calculation used for a particular file.
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* The result is used for the more fine tuned reporting of unknown MD5s
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*/
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enum MD5Properties {
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kMD5Head = 0 << 1, // the MD5 is calculated from the head, default
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kMD5Tail = 1 << 1, // the MD5 is calculated from the tail
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kMD5MacResFork = 1 << 2, // the MD5 is calculated from the Mac Resource fork (no fall back) (head or tail)
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kMD5MacDataFork = 1 << 3, // the MD5 is calculated from the Mac Data fork (head or tail)
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kMD5MacResOrDataFork = kMD5MacResFork | kMD5MacDataFork, // the MD5 is calculated from the Mac Resource fork falling back to data fork (head or tail). Deprecated.
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kMD5MacMask = kMD5MacResFork | kMD5MacDataFork, // Mask for mac type
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};
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const char *md5PropToCachePrefix(MD5Properties val);
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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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int64 size;
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Common::String md5;
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MD5Properties md5prop;
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FileProperties() : size(-1), md5prop(kMD5Head) {}
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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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/**
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* Details about a given game.
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*
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* While PlainGameDescriptor refers to a game supported by an engine, this refers to a game copy
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* that has been detected by an engine's detector.
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* It contains all the necessary data to add the game to the configuration manager and / or to launch it.
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*/
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struct DetectedGame {
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DetectedGame();
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DetectedGame(const Common::String &engine, const PlainGameDescriptor &pgd);
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DetectedGame(const Common::String &engine, 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 &extra = Common::String(),
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bool unsupported = false);
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void setGUIOptions(const Common::String &options);
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void appendGUIOptions(const Common::String &str);
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const Common::String &getGUIOptions() const { return _guiOptions; }
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Common::String engineId;
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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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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 shortPath;
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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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/**
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* A list of extra keys to write to the configuration file
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*/
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Common::StringMap _extraConfigEntries;
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/**
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* Allows adding of extra entries to be saved as part of the detection entry
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* in the configuration file.
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* @remarks Any entry added using this should not be relied on being present
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* in the configuration file, since starting games directly from the
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* command line bypasses the game detection code
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*/
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void addExtraEntry(const Common::String &key, const Common::String &value) {
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_extraConfigEntries[key] = value;
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}
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private:
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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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Common::String updateDesc(bool skipExtraField) const;
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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<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() const;
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/**
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* List all the games that were detected
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*
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* That includes entries that don't have enough information to be added to the
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* configuration manager.
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*/
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DetectedGames listDetectedGames() const;
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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.
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*
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* @see ::generateUnknownGameReport
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*/
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Common::U32String 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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/**
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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 fullPath include the full path where the files are located, otherwise only the name
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* of last component of the path is included
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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::U32String generateUnknownGameReport(const DetectedGames &detectedGames, bool translate, bool fullPath, uint32 wordwrapAt = 0);
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Common::U32String generateUnknownGameReport(const DetectedGame &detectedGame, bool translate, bool fullPath, uint32 wordwrapAt = 0);
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/** @} */
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#endif
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