/* 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" class Engine; class GameDetector; class OSystem; class Plugin; namespace Audio { class Mixer; } /** Global (shared) game feature flags. */ enum { // GF_HAS_SPEECH = 1 << 28, // GF_HAS_SUBTITLES = 1 << 29, GF_DEFAULT_TO_1X_SCALER = 1 << 30 }; struct GameSettings { const char *gameid; const char *description; // TODO: Rename this to "title" or so uint32 features; // TODO: Probably should get rid of this field }; /** * This template function allows to easily convert structs that mimic GameSettings * to a GameSettings instance. * * Normally, one would just subclass GameSettings 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 GameSettings... */ template GameSettings toGameSettings(const T &g) { GameSettings dummy = { g.gameid, g.description, g.features }; return dummy; } class GameDetector { typedef Common::String String; public: GameDetector(); void parseCommandLine(int argc, char **argv); bool detectMain(); String _targetName; GameSettings _game; // TODO: Eventually get rid of this?! const Plugin *_plugin; bool _dumpScripts; bool _force1xOverlay; void setTarget(const String &name); public: Engine *createEngine(OSystem *system); static Audio::Mixer *createMixer(); static GameSettings findGame(const String &gameName, const Plugin **plugin = NULL); protected: bool detectGame(void); }; #endif