scummvm/engines/tsage/detection.h
Le Philousophe 7e0048b4a3 ENGINES: Add ADDynamicGameDescription class
This class manages a buffer where all data usually stored in detection
plugin will get copied before unloading the plugin and starting the
game.

This class expects that two functions are present in every
GameDescription: sizeBuffer which calculates how many bytes we will need
to store the entry in RAM and toBuffer which copies the data in the
buffer and fix the pointers in the class.
At the end, it is expected that an ADDynamicGameDescription doesn't
depend anymore on data stored in the detection plugin.

The AD_GAME_DESCRIPTION_HELPERS macro allow to implement these functions
in all GameDescription which don't have any pointer except those in
ADGameDescription.
2024-06-30 18:39:06 +02:00

56 lines
1.4 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TSAGE_DETECTION_H
#define TSAGE_DETECTION_H
#include "engines/advancedDetector.h"
namespace TsAGE {
enum {
GType_Ringworld = 0,
GType_BlueForce = 1,
GType_Ringworld2 = 2,
GType_Sherlock1 = 5
};
enum {
GF_DEMO = 1 << 0,
GF_CD = 1 << 1,
GF_FLOPPY = 1 << 2,
GF_ALT_REGIONS = 1 << 3,
GF_UNINSTALLED = 1 << 4
};
struct tSageGameDescription {
AD_GAME_DESCRIPTION_HELPERS(desc);
ADGameDescription desc;
int gameID;
uint32 features;
};
} // End of namespace TsAGE
#endif // TSAGE_DETECTION_H