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513 lines
17 KiB
C++
513 lines
17 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/achievements.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 Keymap;
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class FSList;
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class OutSaveFile;
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class String;
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typedef SeekableReadStream InSaveFile;
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}
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namespace Graphics {
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struct Surface;
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}
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namespace GUI {
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class GuiObject;
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class OptionsContainerWidget;
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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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enum { kSavegameFilePattern = -99 };
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#define EXTENDED_SAVE_VERSION 4
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struct ExtendedSavegameHeader {
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char id[6];
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uint8 version;
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Common::String saveName;
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Common::String description;
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uint32 date;
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uint16 time;
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uint32 playtime;
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Graphics::Surface *thumbnail;
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bool isAutosave;
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ExtendedSavegameHeader() {
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memset(id, 0, 6);
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version = 0;
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date = 0;
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time = 0;
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playtime = 0;
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thumbnail = nullptr;
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isAutosave = false;
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}
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};
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/**
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* A meta engine static 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 MetaEngineDetection
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* subclass for that "engine plugin". E.g. SCUMM povides ScummMetaEngineDetection.
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* This is then in turn used by the frontend code to detect games,
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* and other useful functionality. To instantiate actual Engine objects,
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* See the class MetaEngine below.
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*/
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class MetaEngineDetection : public PluginObject {
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public:
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virtual ~MetaEngineDetection() {}
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/** Get the engine ID */
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virtual const char *getEngineId() const = 0;
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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 PlainGameList getSupportedGames() const = 0;
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/** Query the engine for a PlainGameDescriptor for the specified gameid, if any. */
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virtual PlainGameDescriptor 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 DetectedGames detectGames(const Common::FSList &fslist) const = 0;
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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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* Register the default values for the settings the engine uses into the
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* configuration manager.
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*
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* @param target name of a config manager target
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*/
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virtual void registerDefaultSettings(const Common::String &target) const;
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/**
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* Return a GUI widget container for configuring the specified target options.
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*
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* The returned widget is shown in the Engine tab in the edit game dialog.
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* Engines can build custom options dialogs, but by default a simple widget
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* allowing to configure the extra GUI options is used.
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*
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* Engines that don't want to have an Engine tab in the edit game dialog
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* can return nullptr.
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*
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* @param boss the widget / dialog the returned widget is a child of
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* @param name the name the returned widget must use
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* @param target name of a config manager target
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*/
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virtual GUI::OptionsContainerWidget *buildEngineOptionsWidgetStatic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const;
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};
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/**
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* A MetaEngine is another factory for Engine instances, and is very
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* similiar to meta engines. This class, however, composes of bridged functionalities
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* that can be used to connect an actual Engine with a MetaEngine.
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* Every engine "plugin" provides a hook to get an instance of MetaEngine subclass
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* for that "engine plugin.". E.g. SCUMM provides a ScummMetaEngine.
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* This is then in turn used for things like instantiating engine objects, listing savefiles,
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* querying save metadata, etc.
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* Since engine plugins can be used a external runtime libraries, these can live and build inside
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* the engine, while a MetaEngine will always build into the executable to be able to detect code.
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*/
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class MetaEngine : public PluginObject {
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private:
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/**
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* Converts the current screen contents to a thumbnail, and saves it
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*/
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static void saveScreenThumbnail(Common::OutSaveFile *saveFile);
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public:
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virtual ~MetaEngine() {}
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/**
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* Name of the engine plugin.
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* Classes inheriting a MetaEngineConnect must provide a engineID here,
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* which can then be used to match an Engine with MetaEngine.
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* E.g. ScummMetaEngine inherits MetaEngine & provides a engineID of "Scumm".
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* ScummMetaEngineConnect inherits MetaEngineConnect & provides the name "Scumm".
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* This way, we can easily match a Engine with a MetaEngine.
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*/
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virtual const char *getName() 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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/**
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* Return a list of all save states associated with the given target.
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*
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* This is a wrapper around the basic listSaves virtual method, but which
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* has some extra logic for autosave handling
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*
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* @param target name of a config manager target
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* @param saveMode If true, getting the list for a save dialog
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* @return a list of save state descriptors
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*/
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SaveStateList listSaves(const char *target, bool saveMode) const;
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/**
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* Returns the slot number being used for autosaves.
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* @note This should match the engine getAutosaveSlot() method
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*/
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virtual int getAutosaveSlot() const {
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return 0;
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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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// For games using the new save format, assume 99 slots by default
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return hasFeature(kSavesUseExtendedFormat) ? 99 : 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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/**
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* Returns name of the save file for given slot and optional target,
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* or a pattern for matching filenames against
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*
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* @param saveGameIdx index of the save, or kSavegameFilePattern
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* for returning a filename pattern
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* @param target game target. If omitted, then the engine id is used
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*/
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virtual Common::String getSavegameFile(int saveGameIdx, const char *target = nullptr) const;
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/**
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* Returns pattern for save files.
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*
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* @param target game target. If omitted, then the engine id is used
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*/
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Common::String getSavegameFilePattern(const char *target = nullptr) const {
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return getSavegameFile(kSavegameFilePattern, target);
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}
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/**
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* Return the keymap used by the target.
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*/
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virtual Common::Array<Common::Keymap *> initKeymaps(const char *target) const;
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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 a GUI widget container for configuring the specified target options.
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*
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* Engines can build custom options dialogs from here, but by default a simple widget
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* allowing to configure the extra GUI options is used.
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*
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* A engine that builds the "Engines" tab in "Edit Game" uses a MetaEngine.
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* A engine that specifies a custom dialog, when a game is running, uses a MetaEngineConnect.
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*
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* Engines that don't want to have an Engine tab in the edit game dialog
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* can return nullptr.
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*
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* @param boss the widget / dialog the returned widget is a child of
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* @param name the name the returned widget must use
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* @param target name of a config manager target
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*/
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virtual GUI::OptionsContainerWidget *buildEngineOptionsWidgetDynamic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const;
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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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* Feature is available if engine's saves could be detected
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* with "<target>.###" pattern and "###" corresponds to slot
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* number.
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*
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* If that's not true or engine is using some unusual way
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* of detecting saves and slot numbers, this should be
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* unavailable. In that case Save/Load dialog for engine's
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* games is locked during cloud saves sync.
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*/
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kSimpleSavesNames,
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/**
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* Uses default implementation of save header and thumbnail
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* appended to the save.
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* This flag requires the following flags to be set:
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* kSavesSupportMetaInfo, kSavesSupportThumbnail, kSavesSupportCreationDate,
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* kSavesSupportPlayTime
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*/
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kSavesUseExtendedFormat
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};
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//@}
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/**
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* Return a list of achievement descriptions for the specified target.
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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 achievement descriptions for an engine plugin
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* and target
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*/
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virtual const Common::AchievementsInfo getAchievementsInfo(const Common::String &target) const {
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return Common::AchievementsInfo();
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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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static void appendExtendedSave(Common::OutSaveFile *saveFile, uint32 playtime, Common::String desc, bool isAutosave);
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static void parseSavegameHeader(ExtendedSavegameHeader *header, SaveStateDescriptor *desc);
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static void fillDummyHeader(ExtendedSavegameHeader *header);
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static WARN_UNUSED_RESULT bool readSavegameHeader(Common::InSaveFile *in, ExtendedSavegameHeader *header, bool skipThumbnail = true);
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};
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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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/**
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* Given a list of FSNodes in a given directory, detect a set of games contained within
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*
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* Returns an empty list if none are found.
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*/
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DetectionResults detectGames(const Common::FSList &fslist) const;
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/** Find a plugin by its engine ID */
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const Plugin *findPlugin(const Common::String &engineId) const;
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/**
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* Get the list of all plugins for the type specified.
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* By default, it will get METAENGINES, for now.
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* If usage of actual engines never occurs, we can skip
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* the default arguments, and always have it return
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* PLUGIN_TYPE_ENGINE_DETECTION.
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*/
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const PluginList &getPlugins(const PluginType fetchPluginType = PLUGIN_TYPE_ENGINE_DETECTION) const;
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/** Find a target */
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QualifiedGameDescriptor findTarget(const Common::String &target, const Plugin **plugin = NULL) const;
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/**
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* List games matching the specified criteria
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*
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* If the engine id is not specified, this scans all the plugins,
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* loading them from disk if necessary. This is a slow operation on
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* some platforms and should not be used for the happy path.
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*/
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QualifiedGameList findGamesMatching(const Common::String &engineId, const Common::String &gameId) const;
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/**
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* Create a target from the supplied game descriptor
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*
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* Returns the created target name.
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*/
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Common::String createTargetForGame(const DetectedGame &game);
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/** Upgrade a target to the current configuration format */
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void upgradeTargetIfNecessary(const Common::String &target) const;
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private:
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/** Find a game across all loaded plugins */
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QualifiedGameList findGameInLoadedPlugins(const Common::String &gameId) const;
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/** Find a loaded plugin with the given engine ID */
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const Plugin *findLoadedPlugin(const Common::String &engineId) const;
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/** Use heuristics to complete a target lacking an engine ID */
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void upgradeTargetForEngineId(const Common::String &target) 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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