scummvm/base/gameDetector.h
2006-04-02 21:28:01 +00:00

97 lines
2.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 The ScummVM project
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef GAMEDETECTOR_H
#define GAMEDETECTOR_H
#include "common/str.h"
#include "common/config-manager.h"
class Engine;
class GameDetector;
class OSystem;
class Plugin;
namespace Audio {
class Mixer;
}
struct PlainGameDescriptor {
const char *gameid;
const char *description; // TODO: Rename this to "title" or so
};
struct GameDescriptor {
Common::String gameid;
Common::String description; // TODO: Rename this to "title" or so
GameDescriptor() {}
GameDescriptor(Common::String g, Common::String d) :
gameid(g), description(d) {}
/**
* This template constructor allows to easily convert structs that mimic GameDescriptor
* to a GameDescriptor instance.
*
* Normally, one would just subclass GameDescriptor to get this effect much easier.
* However, subclassing a struct turns it into a non-POD type. One of the
* consequences is that you can't have inline intialized arrays of that type.
* But we heavily rely on those, hence we can't subclass GameDescriptor...
*/
template <class T>
GameDescriptor(const T &g) :
gameid(g.gameid), description(g.description) {}
};
class GameDetector {
typedef Common::String String;
public:
GameDetector();
static Common::String parseCommandLine(Common::StringMap &settings, int argc, char **argv);
void processSettings(Common::String &target, Common::StringMap &settings);
bool detectMain();
String _targetName;
String _gameid;
bool _dumpScripts;
bool _force1xOverlay;
const Plugin *_plugin; // TODO: This should be protected
public:
Engine *createEngine(OSystem *system);
static Audio::Mixer *createMixer();
static GameDescriptor findGame(const String &gameName, const Plugin **plugin = NULL);
//protected:
void setTarget(const String &name); // TODO: This should be protected
};
#endif