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/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 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 COMMON_ADVANCED_DETECTOR_H
#define COMMON_ADVANCED_DETECTOR_H
#include "common/fs.h"
#include "base/game.h" // For PlainGameDescriptor and GameList
#include "base/plugins.h" // For DetectedGameList
namespace Common {
struct ADGameFileDescription {
const char *fileName;
uint16 fileType;
const char *md5;
};
struct ADGameDescription {
const char *name;
const char *extra;
int filesCount;
const ADGameFileDescription *filesDescriptions;
Language language;
Platform platform;
};
struct ADObsoleteGameID {
const char *from;
const char *to;
Common::Platform platform;
};
typedef Array<int> ADList;
typedef Array<const ADGameDescription*> ADGameDescList;
// FIXME/TODO: Rename this function to something more sensible.
// Possibly move it inside class AdvancedDetector ?
// Maybe rename it to something like asGameList or pgdArrayToGameList,
// and move it to base/game.h. Or add a constructor to GameList ... ?
GameList real_ADVANCED_DETECTOR_GAMEID_LIST(const PlainGameDescriptor *list);
// FIXME/TODO: Rename this function to something more sensible.
// Possibly move it inside class AdvancedDetector ?
GameDescriptor real_ADVANCED_DETECTOR_FIND_GAMEID(
const char *gameid,
const PlainGameDescriptor *list,
const Common::ADObsoleteGameID *obsoleteList
);
// FIXME/TODO: Rename this function to something more sensible.
// Possibly move it inside class AdvancedDetector ?
// Also, we could get rid of the descSize parameter, if we simply terminated the
// list of game descriptions by an all-zero entry (like the SCUMM engine does in
// similar cases).
DetectedGameList real_ADVANCED_DETECTOR_DETECT_GAMES_FUNCTION(
const FSList &fslist,
const byte *descs,
const int descItemSize,
const int md5Bytes,
const PlainGameDescriptor *list
);
// FIXME/TODO: Rename this function to something more sensible.
// Possibly move it inside class AdvancedDetector ?
// Also, we could get rid of the descSize parameter, if we simply terminated the
// list of game descriptions by an all-zero entry (like the SCUMM engine does in
// similar cases).
int real_ADVANCED_DETECTOR_DETECT_INIT_GAME(
const byte *descs,
const int descItemSize,
const int md5Bytes,
const PlainGameDescriptor *list
);
// FIXME/TODO: Rename this function to something more sensible.
// Possibly move it inside class AdvancedDetector ?
PluginError real_ADVANCED_DETECTOR_ENGINE_CREATE(
DetectedGameList (*detectFunc)(const FSList &fslist),
const Common::ADObsoleteGameID *obsoleteList
);
#define ADVANCED_DETECTOR_GAMEID_LIST(engine,list) \
GameList Engine_##engine##_gameIDList() { \
return Common::real_ADVANCED_DETECTOR_GAMEID_LIST(list); \
} \
void dummyFuncToAllowTrailingSemicolon()
#define ADVANCED_DETECTOR_FIND_GAMEID(engine,list,obsoleteList) \
GameDescriptor Engine_##engine##_findGameID(const char *gameid) { \
return Common::real_ADVANCED_DETECTOR_FIND_GAMEID(gameid,list,obsoleteList); \
} \
void dummyFuncToAllowTrailingSemicolon()
#define ADVANCED_DETECTOR_DETECT_GAMES(engine,detectFunc) \
DetectedGameList Engine_##engine##_detectGames(const FSList &fslist) { \
return detectFunc(fslist); \
} \
void dummyFuncToAllowTrailingSemicolon()
#define ADVANCED_DETECTOR_ENGINE_CREATE(engine,createFunction,detectFunc,obsoleteList) \
PluginError Engine_##engine##_create(OSystem *syst, Engine **engine) { \
assert(syst); \
assert(engine); \
PluginError err = real_ADVANCED_DETECTOR_ENGINE_CREATE(detectFunc, obsoleteList); \
if (err == kNoError) \
*engine = new createFunction(syst); \
return err; \
} \
void dummyFuncToAllowTrailingSemicolon()
#define ADVANCED_DETECTOR_DEFINE_PLUGIN(engine,createFunction,detectFunc,list,obsoleteList) \
ADVANCED_DETECTOR_GAMEID_LIST(engine, list); \
ADVANCED_DETECTOR_FIND_GAMEID(engine, list, obsoleteList); \
ADVANCED_DETECTOR_DETECT_GAMES(engine, detectFunc); \
ADVANCED_DETECTOR_ENGINE_CREATE(engine, createFunction, detectFunc, obsoleteList)
// TODO/FIXME: Fingolfin asks: Why is AdvancedDetector a class, considering that
// it is only used as follow:
// 1) Create an instance of it on the stack
// 2) invoke registerGameDescriptions and setFileMD5Bytes
// 3) invoke detectGame *once*
// Obviously, 2) could also be handled by passing more params to detectGame.
// So it seem we could replace this class by a simple advancedDetectGame(...)
// function, w/o a class or instantiating object... ? Or is there a deeper
// reason I miss?
class AdvancedDetector {
public:
AdvancedDetector();
~AdvancedDetector() {};
void registerGameDescriptions(ADGameDescList gameDescriptions) {
_gameDescriptions = gameDescriptions;
}
/**
* Specify number of bytes which are used to calculate MD5.
* Default value is 0 which means whole file.
*/
void setFileMD5Bytes(int bytes) { _fileMD5Bytes = bytes; }
/**
* Detect games in specified directory.
* Parameters language and platform are used to pass on values
* specified by the user. I.e. this is used to restrict search scope.
*
* @param fslist FSList to scan or NULL for scanning all specified
* default directories.
* @param language restrict results to specified language only
* @param platform restrict results to specified platform only
* @return list of indexes to GameDescriptions of matched games
*/
ADList detectGame(const FSList *fslist, Language language, Platform platform);
private:
ADGameDescList _gameDescriptions;
int _fileMD5Bytes;
String getDescription(int num) const;
};
} // End of namespace Common
#endif
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