/* 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 GameDescriptor(const T &g) : gameid(g.gameid), description(g.description) {} }; class GameDetector { typedef Common::String String; public: GameDetector(); static void parseCommandLine(Common::StringMap &settings, int argc, char **argv); void processSettings(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