#include <metaengine.h>
Public Member Functions | |
DetectionResults | detectGames (const Common::FSList &fslist, uint32 skipADFlags=0, bool skipIncomplete=false) |
const Plugin * | findPlugin (const Common::String &engineId) const |
const PluginList & | getPlugins (const PluginType fetchPluginType=PLUGIN_TYPE_ENGINE_DETECTION) const |
QualifiedGameDescriptor | findTarget (const Common::String &target, const Plugin **plugin=NULL) const |
QualifiedGameList | findGamesMatching (const Common::String &engineId, const Common::String &gameId) const |
Common::String | createTargetForGame (const DetectedGame &game) |
void | upgradeTargetIfNecessary (const Common::String &target) const |
Common::String | generateUniqueDomain (const Common::String gameId) |
Additional Inherited Members | |
Static Public Member Functions inherited from Common::Singleton< EngineManager > | |
static bool | hasInstance () |
static EngineManager & | instance () |
static void | destroy () |
Protected Types inherited from Common::Singleton< EngineManager > | |
typedef EngineManager | SingletonBaseType |
Static Protected Attributes inherited from Common::Singleton< EngineManager > | |
static EngineManager * | _singleton |
Singleton class that manages all engine plugins.
DetectionResults EngineManager::detectGames | ( | const Common::FSList & | fslist, |
uint32 | skipADFlags = 0 , |
||
bool | skipIncomplete = false |
||
) |
Given a list of FSNodes in a given directory, detect a set of games contained within. @ param skipADFlags Ignore results which are flagged with the ADGF flags specified here (for mass add) @ param skipIncomplete Ignore incomplete file/md5/size matches (for mass add) Returns an empty list if none are found.
const Plugin* EngineManager::findPlugin | ( | const Common::String & | engineId | ) | const |
Find a plugin by its engine ID.
const PluginList& EngineManager::getPlugins | ( | const PluginType | fetchPluginType = PLUGIN_TYPE_ENGINE_DETECTION | ) | const |
Get the list of all plugins for the type specified.
By default, it will get METAENGINES, for now. If usage of actual engines never occurs, the default arguments can be skipped, and always have it return PLUGIN_TYPE_ENGINE_DETECTION.
QualifiedGameDescriptor EngineManager::findTarget | ( | const Common::String & | target, |
const Plugin ** | plugin = NULL |
||
) | const |
Find a target.
QualifiedGameList EngineManager::findGamesMatching | ( | const Common::String & | engineId, |
const Common::String & | gameId | ||
) | const |
List games matching the specified criteria.
If the engine ID is not specified, this scans all the plugins, loading them from the disk if necessary. This is a slow operation on some platforms and should not be used for the happy path.
Common::String EngineManager::createTargetForGame | ( | const DetectedGame & | game | ) |
Create a target from the supplied game descriptor.
void EngineManager::upgradeTargetIfNecessary | ( | const Common::String & | target | ) | const |
Upgrade a target to the current configuration format.
Common::String EngineManager::generateUniqueDomain | ( | const Common::String | gameId | ) |
Generate valid, non-repeated domainName for game