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https://github.com/libretro/scummvm.git
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86565fcca5
- Added new GameDescriptor struct (similar to PlainGameDescriptor but with Common::String members instead of const char * ones) - Changed DetectedGame to subclass GameDescriptor - Removed toGameSettings() in favor of new (template) constructors in DetectedGame and GameDescriptor - Fixed a bug in the obsolete gameid handling in the SCUMM & SIMON engines svn-id: r21150
95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2006 The ScummVM project
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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 GAMEDETECTOR_H
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#define GAMEDETECTOR_H
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#include "common/str.h"
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class Engine;
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class GameDetector;
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class OSystem;
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class Plugin;
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namespace Audio {
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class Mixer;
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}
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struct PlainGameDescriptor {
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const char *gameid;
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const char *description; // TODO: Rename this to "title" or so
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};
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struct GameDescriptor {
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Common::String gameid;
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Common::String description; // TODO: Rename this to "title" or so
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GameDescriptor() {}
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GameDescriptor(Common::String g, Common::String d) :
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gameid(g), description(d) {}
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/**
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* This template constructor allows to easily convert structs that mimic GameDescriptor
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* to a GameDescriptor instance.
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*
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* Normally, one would just subclass GameDescriptor to get this effect much easier.
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* However, subclassing a struct turns it into a non-POD type. One of the
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* consequences is that you can't have inline intialized arrays of that type.
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* But we heavily rely on those, hence we can't subclass GameDescriptor...
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*/
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template <class T>
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GameDescriptor(const T &g) :
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gameid(g.gameid), description(g.description) {}
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};
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class GameDetector {
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typedef Common::String String;
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public:
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GameDetector();
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void parseCommandLine(int argc, char **argv);
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bool detectMain();
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String _targetName;
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String _gameid;
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bool _dumpScripts;
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bool _force1xOverlay;
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const Plugin *_plugin; // TODO: This should be protected
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public:
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Engine *createEngine(OSystem *system);
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static Audio::Mixer *createMixer();
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static GameDescriptor findGame(const String &gameName, const Plugin **plugin = NULL);
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//protected:
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void setTarget(const String &name); // TODO: This should be protected
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};
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#endif
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