/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 ENGINES_METAENGINE_H #define ENGINES_METAENGINE_H #include "common/scummsys.h" #include "common/str.h" #include "common/error.h" #include "common/fs.h" #include "base/game.h" #include "base/plugins.h" class Engine; class OSystem; /** * A meta engine is essentially a factory for Engine instances with the * added ability of listing and detecting supported games. * Every engine "plugin" provides a hook to get an instance of a MetaEngine * subclass for that "engine plugin". E.g. SCUMM povides ScummMetaEngine. * This is then in turn used by the frontend code to detect games, * and instantiate actual Engine objects. */ class MetaEngine : public PluginObject { public: virtual ~MetaEngine() {} /** Returns some copyright information about the engine. */ virtual const char *getCopyright() const = 0; /** Returns a list of games supported by this engine. */ virtual GameList getSupportedGames() const = 0; /** Query the engine for a GameDescriptor for the specified gameid, if any. */ virtual GameDescriptor findGame(const char *gameid) const = 0; /** * Runs the engine's game detector on the given list of files, and returns a * (possibly empty) list of games supported by the engine which it was able * to detect amongst the given files. */ virtual GameList detectGames(const FSList &fslist) const = 0; /** * Tries to instantiate an engine instance based on the settings of * the currently active ConfMan target. That is, the MetaEngine should * query the ConfMan singleton for the target, gameid, path etc. data. * * @param syst Pointer to the global OSystem object * @param engine Pointer to a pointer which the MetaEngine sets to * the newly create Engine, or 0 in case of an error * @return a PluginError describing the error which occurred, or kNoError */ virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0; /** * Return a list of all save states associated with the given target. * * In general, the caller will already have ensured that this (Meta)Engine * is responsible for the specified target by using findGame on it resp. * on the associated gameid from the relevant ConfMan entry, if present. * * The default implementation returns an empty list. * * @param target name of a config manager target * @return a list of save state descriptors */ virtual SaveStateList listSaves(const char *target) const { return SaveStateList(); } }; // Engine plugins typedef PluginSubclass EnginePlugin; /** * Singleton class which manages all Engine plugins. */ class EngineManager : public Common::Singleton { private: friend class Common::Singleton; public: GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const; GameList detectGames(const FSList &fslist) const; const EnginePlugin::List &getPlugins() const; }; /** Convenience shortcut for accessing the engine manager. */ #define EngineMan EngineManager::instance() #endif