/* 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 "base/game.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: virtual ~MetaEngine() {} virtual const char *getName() const = 0; virtual const char *getCopyright() const = 0; // virtual int getVersion() const = 0; // TODO! virtual GameList getSupportedGames() const = 0; virtual GameDescriptor findGame(const char *gameid) const = 0; virtual GameList detectGames(const FSList &fslist) const = 0; virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0; }; /** * The META_COMPATIBILITY_WRAPPER macro is there to ease the transition from the * old plugin API to the new MetaEngine class. Ultimately, this macro will go * and REGISTER_PLUGIN will be changed to simply take an ID and a METACLASS. * Until then, use META_COMPATIBILITY_WRAPPER + REGISTER_PLUGIN. */ #define META_COMPATIBILITY_WRAPPER(ID,METACLASS) \ static MetaEngine &getMetaEngine() { \ static MetaEngine *meta = 0; \ if (!meta) meta = new METACLASS(); \ return *meta; \ } \ GameList Engine_##ID##_gameIDList() { return getMetaEngine().getSupportedGames(); } \ GameDescriptor Engine_##ID##_findGameID(const char *gameid) { return getMetaEngine().findGame(gameid); } \ PluginError Engine_##ID##_create(OSystem *syst, Engine **engine) { return getMetaEngine().createInstance(syst, engine); } \ GameList Engine_##ID##_detectGames(const FSList &fslist) { return getMetaEngine().detectGames(fslist); } \ void dummyFuncToAllowTrailingSemicolon() #endif