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authorFilippos Karapetis2012-02-29 11:59:03 +0200
committerFilippos Karapetis2012-02-29 11:59:33 +0200
commita20de36b268e5e91904052d4858bad445145b765 (patch)
tree29ac41898bd0d2573dec0ae092f6230bf903c37c /engines/advancedDetector.h
parent657206bc5b840006ea9f98767ade937f9fc0fab0 (diff)
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ENGINES: Adjust the description of _singleId
Diffstat (limited to 'engines/advancedDetector.h')
-rw-r--r--engines/advancedDetector.h18
1 files changed, 8 insertions, 10 deletions
diff --git a/engines/advancedDetector.h b/engines/advancedDetector.h
index d43462b81d..4f215391a2 100644
--- a/engines/advancedDetector.h
+++ b/engines/advancedDetector.h
@@ -171,18 +171,16 @@ protected:
/**
* Name of single gameid (optional).
*
- * If set, the target ID will always be set to this one. Currently, it is a
- * necessary evil to avoid polluting the global namespace with loads of IDs.
- * Needed for engines that define a lot of game targets, so that there won't
- * be a situation where two different engines define the same game ID.
+ * If set, the target ID will always be set to this one. This is necessary
+ * for engines that define a lot of game targets, so that the global
+ * namespace won't be polluted with loads of IDs, which could lead to a
+ * situation where two different engines define the same game ID.
*
- * FIXME: Remove this field altogether! This is a temporary (and ugly)
- * workaround to a more generic problem.
- *
- * TODO: A more correct way to do this would be to distinguish targets with
- * a singleid-gameid combination, so that there will never be a duplicate
+ * FIXME: This field actually removes a feature (game IDs) in order to
+ * address a more generic problem. Another way to address this issue without
+ * disabling game IDs altogether would be to distinguish targets with an
+ * engineId-gameId combination, so that there will never be a duplicate
* game ID across different engines.
- *
*/
const char *_singleid;