/* 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. * */ #include "engines/advancedDetector.h" #include "common/config-manager.h" #include "common/error.h" #include "common/fs.h" #include "common/util.h" #include "common/translation.h" #include "engines/metaengine.h" #include "wintermute/detection.h" #include "wintermute/detection_tables.h" namespace Wintermute { static const ADExtraGuiOptionsMap gameGuiOptions[] = { { GAMEOPTION_SHOW_FPS, { _s("Show FPS-counter"), _s("Show the current number of frames per second in the upper left corner"), "show_fps", false }, }, { GAMEOPTION_BILINEAR, { _s("Sprite bilinear filtering (SLOW)"), _s("Apply bilinear filtering to individual sprites"), "bilinear_filtering", false } }, AD_EXTRA_GUI_OPTIONS_TERMINATOR }; static const char *directoryGlobs[] = { "language", // To detect the various languages "languages", // To detect the various languages "localization", // To detect the various languages 0 }; class WintermuteMetaEngineDetection : public AdvancedMetaEngineDetection { public: WintermuteMetaEngineDetection() : AdvancedMetaEngineDetection(Wintermute::gameDescriptions, sizeof(WMEGameDescription), Wintermute::wintermuteGames, gameGuiOptions) { // Use kADFlagUseExtraAsHint to distinguish between SD and HD versions // of J.U.L.I.A. when their datafiles sit in the same directory (e.g. in Steam distribution). _flags = kADFlagUseExtraAsHint; _guiOptions = GUIO3(GUIO_NOMIDI, GAMEOPTION_SHOW_FPS, GAMEOPTION_BILINEAR); _maxScanDepth = 2; _directoryGlobs = directoryGlobs; } const char *getEngineId() const override { return "wintermute"; } const char *getName() const override { return "Wintermute"; } const char *getOriginalCopyright() const override { return "Copyright (C) 2011 Jan Nedoma"; } ADDetectedGame fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const override { /** * Fallback detection for Wintermute heavily depends on engine resources, so it's not possible * to use them without the engine present in a clean way. */ if (ConfMan.hasKey("always_run_fallback_detection_extern")) { if (ConfMan.getBool("always_run_fallback_detection_extern") == false) { warning("WINTERMUTE: Fallback detection is disabled."); return ADDetectedGame(); } } const Plugin *metaEnginePlugin = EngineMan.findPlugin(getEngineId()); if (metaEnginePlugin) { const Plugin *enginePlugin = PluginMan.getEngineFromMetaEngine(metaEnginePlugin); if (enginePlugin) { return enginePlugin->get().fallbackDetectExtern(_md5Bytes, allFiles, fslist); } else { static bool warn = true; if (warn) { warning("Engine plugin for Wintermute not present. Fallback detection is disabled."); warn = false; } } } return ADDetectedGame(); } }; } // End of namespace Wintermute REGISTER_PLUGIN_STATIC(WINTERMUTE_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, Wintermute::WintermuteMetaEngineDetection);