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https://github.com/libretro/scummvm.git
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2c9968fe80
- base/plugins.* reorganization svn-id: r32045
183 lines
6.4 KiB
C++
183 lines
6.4 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef BASE_GAME_H
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#define BASE_GAME_H
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#include "common/str.h"
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#include "common/array.h"
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#include "common/hash-str.h"
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namespace Graphics {
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struct Surface;
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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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};
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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 marked by a PlainGameDescriptor with gameid equal to 0.
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*/
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const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list);
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/**
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* A hashmap describing details about a given game. In a sense this is a refined
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* version of PlainGameDescriptor, as it also contains a gameid and a description string.
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* But in addition, platform and language settings, as well as arbitrary other settings,
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* can be contained in a GameDescriptor.
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* This is an essential part of the glue between the game engines and the launcher code.
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*/
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class GameDescriptor : public Common::StringMap {
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public:
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GameDescriptor() {
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setVal("gameid", "");
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setVal("description", "");
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}
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GameDescriptor(const PlainGameDescriptor &pgd) {
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setVal("gameid", pgd.gameid);
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setVal("description", pgd.description);
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}
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GameDescriptor(const Common::String &g, const Common::String &d, Common::Language l = Common::UNK_LANG,
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Common::Platform p = Common::kPlatformUnknown) {
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setVal("gameid", g);
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setVal("description", d);
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if (l != Common::UNK_LANG)
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setVal("language", Common::getLanguageCode(l));
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if (p != Common::kPlatformUnknown)
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setVal("platform", Common::getPlatformCode(p));
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}
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/**
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* Update the description string by appending (LANG/PLATFORM/EXTRA) to it.
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*/
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void updateDesc(const char *extra = 0);
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Common::String &gameid() { return getVal("gameid"); }
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Common::String &description() { return getVal("description"); }
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const Common::String &gameid() const { return getVal("gameid"); }
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const Common::String &description() const { return getVal("description"); }
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Common::Language language() const { return contains("language") ? Common::parseLanguage(getVal("language")) : Common::UNK_LANG; }
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Common::Platform platform() const { return contains("platform") ? Common::parsePlatform(getVal("platform")) : Common::kPlatformUnknown; }
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};
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/** List of games. */
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class GameList : public Common::Array<GameDescriptor> {
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public:
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GameList() {}
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GameList(const GameList &list) : Common::Array<GameDescriptor>(list) {}
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GameList(const PlainGameDescriptor *g) {
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while (g->gameid) {
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push_back(GameDescriptor(g->gameid, g->description));
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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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* A hashmap describing details about a given save state.
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* TODO
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* Guaranteed to contain save_slot, filename and description values.
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* Additional ideas: Playtime, creation date, thumbnail, ...
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*/
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class SaveStateDescriptor : public Common::StringMap {
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protected:
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Graphics::Surface *_thumbnail; // can be NULL
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public:
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SaveStateDescriptor() : _thumbnail(0) {
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setVal("save_slot", "-1"); // FIXME: default to 0 (first slot) or to -1 (invalid slot) ?
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setVal("description", "");
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setVal("filename", "");
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}
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SaveStateDescriptor(int s, const Common::String &d, const Common::String &f) : _thumbnail(0) {
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char buf[16];
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sprintf(buf, "%d", s);
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setVal("save_slot", buf);
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setVal("description", d);
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setVal("filename", f);
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}
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SaveStateDescriptor(const Common::String &s, const Common::String &d, const Common::String &f) : _thumbnail(0) {
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setVal("save_slot", s);
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setVal("description", d);
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setVal("filename", f);
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}
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~SaveStateDescriptor() {
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setThumbnail(0);
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}
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/** The saveslot id, as it would be passed to the "-x" command line switch. */
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Common::String &save_slot() { return getVal("save_slot"); }
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/** The saveslot id, as it would be passed to the "-x" command line switch (read-only variant). */
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const Common::String &save_slot() const { return getVal("save_slot"); }
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/** A human readable description of the save state. */
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Common::String &description() { return getVal("description"); }
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/** A human readable description of the save state (read-only variant). */
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const Common::String &description() const { return getVal("description"); }
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/** The filename of the savestate, for use with the SaveFileManager API. */
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Common::String &filename() { return getVal("filename"); }
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/** The filename of the savestate, for use with the SaveFileManager API (read-only variant). */
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const Common::String &filename() const { return getVal("filename"); }
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/**
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* Return a thumbnail graphics surface representing the savestate visually
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* This is usually a scaled down version of the game graphics. The size
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* should be either 160x100 or 160x120 pixels, depending on the aspect
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* ratio of the game. If another ratio is required, contact the core team.
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*
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* TODO: it is probably a bad idea to read this for *all* games at once,
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* at least on low-end devices. So this info should probably normally only
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* be included optionally. I.e. only upon a query for a specific savegame...
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* To this end, add a getFullSaveStateInfo(target, slot) to the plugin API.
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*/
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const Graphics::Surface *getThumbnail() const { return _thumbnail; }
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void setThumbnail(Graphics::Surface *t);
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};
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/** List of savestates. */
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typedef Common::Array<SaveStateDescriptor> SaveStateList;
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#endif
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