#include <advancedDetector.h>
Public Member Functions | |
uint32 | sizeBuffer () const |
void * | toBuffer (void *buffer) |
Public Attributes | |
const char * | gameId |
const char * | extra |
ADGameFileDescription | filesDescriptions [14] |
Common::Language | language |
Common::Platform | platform |
uint32 | flags |
const char * | guiOptions |
Data table describing a game variant.
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inline |
Calculates the size needed to store all pointed data
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inline |
Fixup all pointers to lie inside buffer and stores the needed data in it
buffer | Where the original data is copied in and pointed at |
const char* ADGameDescription::gameId |
The gameid that identifies the game.
Mainly used for taking the game description from the PlainGameDescriptor table.
const char* ADGameDescription::extra |
Field that is used to distinguish between different variants of a game.
The content of this field is inserted in the generated description for the config file game entry. If the kADFlagUseExtraAsHint ADFlag is set, the contents of this field are stored in the config file, and are used to additionally distinguish between game variants. Also, if the ADGF_USEEXTRAASTITLE game flag is set, the contents of this field will be used as a description instead the one extracted from the PlainGameDescriptor table.
ADGameFileDescription ADGameDescription::filesDescriptions[14] |
A list of individual file entries used for detection.
13 files (last is zero-terminated) is the maximum number of files currently used in ScummVM. A hardcoded number is used here due to a C++ limitation for defining const arrays.
Common::Language ADGameDescription::language |
Language of the game variant.
Common::Platform ADGameDescription::platform |
Platform of the game variant.
uint32 ADGameDescription::flags |
A bitmask of extra flags.
The top 16 bits are reserved for generic flags defined in ADGameFlags. This leaves 16 bits to be used by the client code.
const char* ADGameDescription::guiOptions |
Game features that are user-controllable.
This list reflects which features of the GUI should be turned on or off in order to minimize user confusion. For instance, there is no point in changing game language in single-language games or have MIDI controls in a game that only supports digital music.