mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
e9f2468df9
Use [x] for selected games, as well as enabled list items. Co-Authored-By: Filippos Karapetis <bluegr@gmail.com>
295 lines
9.8 KiB
C++
295 lines
9.8 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 ENGINES_GAME_H
|
|
#define ENGINES_GAME_H
|
|
|
|
#include "common/array.h"
|
|
#include "common/hash-str.h"
|
|
#include "common/language.h"
|
|
#include "common/path.h"
|
|
#include "common/platform.h"
|
|
#include "common/str.h"
|
|
#include "common/str-array.h"
|
|
#include "common/ustr.h"
|
|
|
|
/**
|
|
* @defgroup engines_game Games
|
|
* @ingroup engines
|
|
*
|
|
* @brief API for managing games by engines.
|
|
*
|
|
* @{
|
|
*/
|
|
|
|
/**
|
|
* A simple structure used to map gameids (like "monkey", "sword1", ...) to
|
|
* nice human readable and descriptive game titles (like "The Secret of Monkey Island").
|
|
* This is a plain struct to make it possible to declare NULL-terminated C arrays
|
|
* consisting of PlainGameDescriptors.
|
|
*/
|
|
struct PlainGameDescriptor {
|
|
const char *gameId;
|
|
const char *description;
|
|
|
|
static PlainGameDescriptor empty();
|
|
static PlainGameDescriptor of(const char *gameId, const char *description);
|
|
};
|
|
|
|
/**
|
|
* Given a list of PlainGameDescriptors, returns the first PlainGameDescriptor
|
|
* matching the given gameid. If not match is found return 0.
|
|
* The end of the list must be marked by an entry with gameid 0.
|
|
*/
|
|
const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list);
|
|
|
|
class PlainGameList : public Common::Array<PlainGameDescriptor> {
|
|
public:
|
|
PlainGameList() {}
|
|
PlainGameList(const PlainGameList &list) : Common::Array<PlainGameDescriptor>(list) {}
|
|
PlainGameList(const PlainGameDescriptor *g) {
|
|
while (g->gameId) {
|
|
push_back(*g);
|
|
g++;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* The description of a game supported by an engine
|
|
*/
|
|
struct QualifiedGameDescriptor {
|
|
Common::String engineId;
|
|
Common::String gameId;
|
|
Common::String description;
|
|
|
|
QualifiedGameDescriptor() {}
|
|
QualifiedGameDescriptor(const char *engine, const PlainGameDescriptor &pgd);
|
|
};
|
|
|
|
typedef Common::Array<QualifiedGameDescriptor> QualifiedGameList;
|
|
|
|
/**
|
|
* Ths is an enum to describe how done a game is. This also indicates what level of support is expected.
|
|
*/
|
|
enum GameSupportLevel {
|
|
kStableGame = 0, // the game is fully supported
|
|
kTestingGame, // the game is not supposed to end up in releases yet but is ready for public testing
|
|
kUnstableGame, // the game is not even ready for public testing yet
|
|
kUnsupportedGame, // we don't want to support the game
|
|
kWarningGame // we want to ask user to proceed and provide them with an explanation
|
|
};
|
|
|
|
/**
|
|
* This enum is used to indicate the method of MD5 calculation used for a particular file.
|
|
* The result is used for the more fine tuned reporting of unknown MD5s
|
|
*/
|
|
|
|
enum MD5Properties {
|
|
kMD5Head = 0 << 1, // the MD5 is calculated from the head, default
|
|
kMD5Tail = 1 << 1, // the MD5 is calculated from the tail
|
|
kMD5MacResFork = 1 << 2, // the MD5 is calculated from the Mac Resource fork (no fall back) (head or tail)
|
|
kMD5MacDataFork = 1 << 3, // the MD5 is calculated from the Mac Data fork (head or tail)
|
|
kMD5MacResOrDataFork = kMD5MacResFork | kMD5MacDataFork, // the MD5 is calculated from the Mac Resource fork falling back to data fork (head or tail). Deprecated.
|
|
kMD5MacMask = kMD5MacResFork | kMD5MacDataFork, // Mask for mac type
|
|
kMD5Archive = 1 << 4, // the desired file is inside an archive
|
|
};
|
|
|
|
Common::String md5PropToCachePrefix(MD5Properties val);
|
|
|
|
/**
|
|
* A record describing the properties of a file. Used on the existing
|
|
* files while detecting a game.
|
|
*/
|
|
struct FileProperties {
|
|
int64 size;
|
|
Common::String md5;
|
|
MD5Properties md5prop;
|
|
|
|
FileProperties() : size(-1), md5prop(kMD5Head) {}
|
|
};
|
|
|
|
/**
|
|
* A map of all relevant existing files while detecting.
|
|
*/
|
|
typedef Common::HashMap<Common::Path, FileProperties, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> FilePropertiesMap;
|
|
|
|
/**
|
|
* A map using a composed key to cache file properties
|
|
*/
|
|
typedef Common::HashMap<Common::String, FileProperties, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> CachedPropertiesMap;
|
|
|
|
/**
|
|
* Details about a given game.
|
|
*
|
|
* While PlainGameDescriptor refers to a game supported by an engine, this refers to a game copy
|
|
* that has been detected by an engine's detector.
|
|
* It contains all the necessary data to add the game to the configuration manager and / or to launch it.
|
|
*/
|
|
struct DetectedGame {
|
|
DetectedGame();
|
|
DetectedGame(const Common::String &engine, const PlainGameDescriptor &pgd);
|
|
DetectedGame(const Common::String &engine, const Common::String &id,
|
|
const Common::String &description,
|
|
Common::Language language = Common::UNK_LANG,
|
|
Common::Platform platform = Common::kPlatformUnknown,
|
|
const Common::String &extra = Common::String(),
|
|
bool unsupported = false);
|
|
|
|
void setGUIOptions(const Common::String &options);
|
|
void appendGUIOptions(const Common::String &str);
|
|
const Common::String &getGUIOptions() const { return _guiOptions; }
|
|
|
|
Common::String engineId;
|
|
|
|
/**
|
|
* A game was detected, but some files were not recognized
|
|
*
|
|
* This can happen when the md5 or size of the detected files did not match the engine's detection tables.
|
|
* When this is true, the list of matched files below contains detail about the unknown files.
|
|
*
|
|
* @see matchedFiles
|
|
*/
|
|
bool hasUnknownFiles;
|
|
|
|
/**
|
|
* A game was detected and is selected in the Mass Add list.
|
|
*/
|
|
bool isSelected;
|
|
|
|
/**
|
|
* An optional list of the files that were used to match the game with the engine's detection tables
|
|
*/
|
|
FilePropertiesMap matchedFiles;
|
|
|
|
/**
|
|
* This detection entry contains enough data to add the game to the configuration manager and launch it
|
|
*
|
|
* @see matchedGame
|
|
*/
|
|
bool canBeAdded;
|
|
|
|
Common::String gameId;
|
|
Common::String preferredTarget;
|
|
Common::String description;
|
|
Common::Language language;
|
|
Common::Platform platform;
|
|
Common::Path path;
|
|
Common::String shortPath;
|
|
Common::String extra;
|
|
|
|
/**
|
|
* What level of support is expected of this game
|
|
*/
|
|
GameSupportLevel gameSupportLevel;
|
|
|
|
/**
|
|
* A list of extra keys to write to the configuration file
|
|
*/
|
|
Common::StringMap _extraConfigEntries;
|
|
|
|
/**
|
|
* Allows adding of extra entries to be saved as part of the detection entry
|
|
* in the configuration file.
|
|
* @remarks Any entry added using this should not be relied on being present
|
|
* in the configuration file, since starting games directly from the
|
|
* command line bypasses the game detection code
|
|
*/
|
|
void addExtraEntry(const Common::String &key, const Common::String &value) {
|
|
_extraConfigEntries[key] = value;
|
|
}
|
|
private:
|
|
/**
|
|
* Update the description string by appending (EXTRA/PLATFORM/LANG) to it.
|
|
* Values that are missing are omitted, so e.g. (EXTRA/LANG) would be
|
|
* added if no platform has been specified but a language and an extra string.
|
|
*/
|
|
Common::String updateDesc(bool skipExtraField) const;
|
|
|
|
Common::String _guiOptions;
|
|
};
|
|
|
|
/** List of games. */
|
|
typedef Common::Array<DetectedGame> DetectedGames;
|
|
|
|
/**
|
|
* Contains a list of games found by the engines' detectors.
|
|
*
|
|
* Each detected game can either:
|
|
* - be fully recognized (e.g. an exact match was found in the detection tables of an engine)
|
|
* - be an unknown variant (e.g. a game using files with the same name was found in the detection tables)
|
|
* - be recognized with unknown files (e.g. the game was exactly not found in the detection tables,
|
|
* but the detector was able to gather enough data to allow launching the game)
|
|
*
|
|
* Practically, this means a detected game can be in both the recognized game list and in the unknown game
|
|
* report handled by this class.
|
|
*/
|
|
class DetectionResults {
|
|
public:
|
|
explicit DetectionResults(const DetectedGames &detectedGames);
|
|
|
|
/**
|
|
* List all the games that were recognized by the engines
|
|
*
|
|
* Recognized games can be added to the configuration manager and then launched.
|
|
*/
|
|
DetectedGames listRecognizedGames() const;
|
|
|
|
/**
|
|
* List all the games that were detected
|
|
*
|
|
* That includes entries that don't have enough information to be added to the
|
|
* configuration manager.
|
|
*/
|
|
DetectedGames listDetectedGames() const;
|
|
|
|
/**
|
|
* Were unknown game variants found by the engines?
|
|
*
|
|
* When unknown game variants are found, an unknown game report can be generated.
|
|
*/
|
|
bool foundUnknownGames() const;
|
|
|
|
/**
|
|
* Generate a report that we found an unknown game variant.
|
|
*
|
|
* @see ::generateUnknownGameReport
|
|
*/
|
|
Common::U32String generateUnknownGameReport(bool translate, uint32 wordwrapAt = 0) const;
|
|
|
|
private:
|
|
DetectedGames _detectedGames;
|
|
};
|
|
|
|
/**
|
|
* Generate a report that we found an unknown game variant, together with the file
|
|
* names, sizes and MD5 sums.
|
|
*
|
|
* @param translate translate the report to the currently active GUI language
|
|
* @param fullPath include the full path where the files are located, otherwise only the name
|
|
* of last component of the path is included
|
|
* @param wordwrapAt word wrap the text part of the report after a number of characters
|
|
*/
|
|
Common::U32String generateUnknownGameReport(const DetectedGames &detectedGames, bool translate, bool fullPath, uint32 wordwrapAt = 0);
|
|
Common::U32String generateUnknownGameReport(const DetectedGame &detectedGame, bool translate, bool fullPath, uint32 wordwrapAt = 0);
|
|
/** @} */
|
|
#endif
|