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This page is meant as a mini-HOWTO which roughly outlines the steps needed to add a new engine to ScummVM. It does '''not''' tell you how to create an engine for a given game; rather it is meant to tell a developer how to properly "hook" into ScummVM. | This page is meant as a mini-HOWTO which roughly outlines the steps needed to add a new engine to ScummVM. It does '''not''' tell you how to create an engine for a given game; rather it is meant to tell a developer how to properly "hook" into ScummVM. | ||
I will assume that you are at least roughly familiar with ScummVM, and have a | I will assume that you are at least roughly familiar with ScummVM, and have a recent checkout of our source code repository. Note that it's strongly advised to base your work on the current development version of ScummVM, and not on a release version. This will ease integration of your work. | ||
== Overview == | == Overview == | ||
Essentially, you will have to implement a subclass of the Engine class. Our Doxygen documentation is your friend and should hopefully explain enough about this | Essentially, you will have to implement a subclass of the Engine class. Our Doxygen documentation is your friend and should hopefully explain enough about this: [http://doxygen.scummvm.org/d1/db6/classEngine.html Engine class]. | ||
You also must hook yourself into the regular ScummVM main build system. Actually, some ports use custom build system, but their maintainers will usually add your new engine once it has been added to ScummVM. | You also must hook yourself into the regular ScummVM main build system. Actually, some ports use a custom build system, but their maintainers will usually add your new engine once it has been added to ScummVM. | ||
Finally, you need to make ScummVM aware of your new engine by updating a couple source files (see below). | Finally, you need to make ScummVM aware of your new engine by updating a couple source files (see below). | ||
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# Add a new directory <tt>engines/quux/</tt> | # Add a new directory <tt>engines/quux/</tt> | ||
# Add <tt>engines/quux/ | # Add <tt>engines/quux/configure.engine</tt> (looking at configure.engine files of existing engines should make it clear what you have to do). | ||
# Add <tt>engines/quux/quux.h</tt> and <tt>engines/quux/quux.cpp</tt>; this will contain your Engine subclass (or at least parts of it | # Add <tt>engines/quux/module.mk</tt> (Again, just check out what is done for the existing engines). | ||
# | # Add <tt>engines/quux/quux.h</tt> and <tt>engines/quux/quux.cpp</tt>; this will contain your Engine subclass (or at least parts of it). | ||
# Add <tt>engines/quux/detection.cpp</tt>; It will contain the plugin interface code (more on that in the next section). | |||
That's it. The difficult part is of course writing the Engine subclass. More on that in the next section! | That's it. The difficult part is of course writing the Engine subclass. More on that in the next section! | ||
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=== File name conventions === | === File name conventions === | ||
Since of the course of its | Since of the course of its existence, many people will have to deal with the source code of a given engine (be it to fix bugs in it, modify it to still compile after changes made to the backend code, or to simply add new functionality), it is useful to adhere to various conventions used throughout all engines. Besides source code conventions (see [[Code Formatting Conventions]]), this affects filenames. We suggest you use the following names for specific parts of your engine: | ||
{| border="1" cellpadding="2" width=100% | {| border="1" cellpadding="2" width=100% | ||
Line 43: | Line 42: | ||
|- | |- | ||
|sound.cpp || Sound code | |sound.cpp || Sound code | ||
|- | |||
|music.cpp || Music code | |||
|- | |- | ||
|inter.cpp, logic.cpp, script.cpp || Game logic, resp. script/bytecode interpreter | |inter.cpp, logic.cpp, script.cpp || Game logic, resp. script/bytecode interpreter | ||
|} | |} | ||
Additionally, the files saved by each engine should be consistent. | |||
* '''Saves''': These should be named <targetid>.### (where ### is the slot id) or <gameid>.###. The latter should be used when the saves can be shared across all game variants. | |||
* '''Other files''': These should be named <targetid>-<filename> or <gameid>-<filename>. Again the latter when the files can be shared acress all variants of the game (an example for these type of files would be when a minigame saves a high score record). | |||
Here, only use the <gameid> scheme if you are '''absolutely''' sure that such files can be shared across '''all''' (that is every game platform, every game language, every game patch version, every game release, etc.) versions. If you are not sure whether this is the case, then stick to the <targetid> based scheme. | |||
=== Subclassing MetaEngine === | |||
Let's implement the plugin interface:<br> | |||
You'll have to create a custom MetaEngine subclass. This provides the information and functionality related to the engine that can be used by the launcher without loading and running the game engine, which includes detecting games, listing savegames and instancing the engine. | |||
The following example illustrates this, '''but''':<br> It is recommended that most engines should instead subclass AdvancedMetaEngine.<br> | |||
This can be found in <tt>engines/advancedDetector.*</tt> and provides a standard framework for filename and MD5 based game detection. To use this, all you will have to provide is a standard data table of ADGameDescription entries describing each game variant, which is usually placed in a separate detection_tables.h header.<br> | |||
Finally, in either case, you will then have to specify your MetaEngine class to the REGISTER_PLUGIN_* macros. | |||
=== Subclassing Engine === | === Subclassing Engine === | ||
TODO: We should probably give some sample code, maybe even provide a full (empty) Engine demo class. Maybe even provide a real mini engine project somewhere on our site which demonstrates using events, drawing, etc. ? Not sure whether this would be worth the effort, though. | TODO: We should probably give some sample code, maybe even provide a full (empty) Engine demo class. Maybe even provide a real mini engine project somewhere on our site which demonstrates using events, drawing, etc. ? Not sure whether this would be worth the effort, though. | ||
Important: If you're using the ScummVM GUI (g_gui and stuff) you have always to call g_gui.handleScreenChanged() if you received a OSystem::EVENT_SCREEN_CHANGED event, else it could be that your gui looks strange or even crashes ScummVM. | |||
For opening files in your engine, see the [[HOWTO-Open Files|how to open files]] page. | |||
=== Infrastructure services === | |||
Header file <code>common/scummsys.h</code> provides services needed by virtually any source file: | |||
* defines platform endianness | |||
* defines portable types | |||
* defines common constants and macros | |||
Moreover, it deals with providing suitable building environment for different platforms: | |||
* provides common names for non-standard library functions | |||
* disables bogus and/or annoying warnings | |||
* provides a lean environment to build win32 executables/libraries | |||
The <code>common</code> directory contains many more useful things, e.g. various container classes (for lists, hashmaps, resizeable arrays etc.), code for dealing with transparent endianess handling, for file I/O, etc. We recommend that you browse this a bit to get an idea of what is there. Likewise you should familiarize yourself with <code>graphics</code> and <code>sound</code>; for example we already have decoders for quite some audio formats in there. Before you roll your own code for all sorts of basic things, have a look and see if we already have code for that, and maybe also ask some veterans for advice. | |||
=== Common portability issues === | |||
There are wrapper around number of non-portable functions. These are: | |||
max() -> MAX() | |||
min() -> MIN() | |||
rand() -> use Common::RandomSource class | |||
strcasecmp() / stricmp() -> scumm_stricmp() | |||
strncasecmp() / strnicmp() -> scumm_strnicmp() | |||
strrev() -> scumm_strrev() | |||
Also we have predefined common integer types. Please, use them instead of rolling your own: | |||
byte | |||
int8 | |||
uint8 | |||
int16 | |||
uint16 | |||
int32 | |||
uint32 | |||
Additionally ScummVM offers way of recording all events and then playing them back on request. That could be used for "demoplay" mode. But to ensure that it will work for your engine, you have to register your RandomSource class instance. See example engine below. | |||
=== True RGB color support === | |||
If you need to support more than 256 colors in your game engine, please refer to [[API-Truecolor|the truecolor API reference page]] for specifications and initialization protocol. | |||
== Example == | |||
=== Example: engines/quux/quux.h === | === Example: engines/quux/quux.h === | ||
< | <syntaxhighlight lang="cpp"> | ||
#ifndef QUUX_H | #ifndef QUUX_H | ||
#define QUUX_H | #define QUUX_H | ||
#include " | #include "common/random.h" | ||
#include "engines/engine.h" | |||
#include "gui/debugger.h" | #include "gui/debugger.h" | ||
namespace Quux { | namespace Quux { | ||
// our engine debug | class Console; | ||
// our engine debug channels | |||
enum { | enum { | ||
kQuuxDebugExample = 1 << 0, | kQuuxDebugExample = 1 << 0, | ||
kQuuxDebugExample2 = 1 << 1 | kQuuxDebugExample2 = 1 << 1 | ||
// next new | // next new channel must be 1 << 2 (4) | ||
// the current limitation is 32 debug | // the current limitation is 32 debug channels (1 << 31 is the last one) | ||
}; | }; | ||
class QuuxEngine : public Engine { | class QuuxEngine : public Engine { | ||
public: | public: | ||
QuuxEngine(OSystem *syst); | QuuxEngine(OSystem *syst); | ||
~QuuxEngine(); | ~QuuxEngine(); | ||
virtual | virtual Common::Error run(); | ||
private: | private: | ||
Console *_console; | Console *_console; | ||
// We need random numbers | |||
Common::RandomSource *_rnd; | |||
}; | }; | ||
// Example console | // Example console class | ||
class Console : public GUI::Debugger { | class Console : public GUI::Debugger { | ||
public: | public: | ||
Console(QuuxEngine *vm) | Console(QuuxEngine *vm) {} | ||
virtual ~Console(void) | virtual ~Console(void) {} | ||
}; | }; | ||
} // End of namespace Quux | } // End of namespace Quux | ||
#endif | #endif | ||
</ | </syntaxhighlight> | ||
=== Example: engines/quux/quux.cpp === | === Example: engines/quux/quux.cpp === | ||
< | <syntaxhighlight lang="cpp"> | ||
#include "common/ | #include "common/scummsys.h" | ||
#include " | #include "common/config-manager.h" | ||
#include " | #include "common/debug.h" | ||
#include " | #include "common/debug-channels.h" | ||
#include "common/error.h" | |||
#include "gui/EventRecorder.h" | |||
#include "common/file.h" | |||
#include "common/fs.h" | |||
#include "engines/util.h" | |||
#include "quux/quux.h" | #include "quux/quux.h" | ||
namespace Quux { | namespace Quux { | ||
QuuxEngine::QuuxEngine(OSystem *syst) | QuuxEngine::QuuxEngine(OSystem *syst) | ||
: Engine(syst) { | : Engine(syst), _console(nullptr) { | ||
// Put your engine in a sane state, but do nothing big yet; | // Put your engine in a sane state, but do nothing big yet; | ||
// in particular, do not load data from files; rather, if you | // in particular, do not load data from files; rather, if you | ||
// need to do such things, do them from | // need to do such things, do them from run(). | ||
// Do not initialize graphics here | // Do not initialize graphics here | ||
// Do not initialize audio devices here | |||
// However this is the place to specify all default directories | // However this is the place to specify all default directories | ||
const Common::FSNode gameDataDir(ConfMan.get("path")); | |||
SearchMan.addSubDirectoryMatching(gameDataDir, "sound"); | |||
// Here is the right place to set up the engine specific debug | |||
// Here is the right place to set up the engine specific debug channels | |||
DebugMan.addDebugChannel(kQuuxDebugExample, "example", "this is just an example for a engine specific debug channel"); | |||
DebugMan.addDebugChannel(kQuuxDebugExample2, "example2", "also an example"); | |||
// Don't forget to register your random source | |||
_rnd = new Common::RandomSource("quux"); | |||
debug("QuuxEngine::QuuxEngine"); | |||
} | } | ||
QuuxEngine::~QuuxEngine() { | |||
debug("QuuxEngine::~QuuxEngine"); | |||
// Dispose your resources here | // Dispose your resources here | ||
delete _rnd; | |||
// Remove all of our debug levels here | // Remove all of our debug levels here | ||
DebugMan.clearAllDebugChannels(); | |||
} | } | ||
Common::Error QuuxEngine::run() { | |||
// Initialize graphics using following | // Initialize graphics using following: | ||
// You | initGraphics(320, 200, false); | ||
_system->beginGFXTransaction(); | |||
// You could use backend transactions directly as an alternative, | |||
// but it isn't recommended, until you want to handle the error values | |||
// from OSystem::endGFXTransaction yourself. | |||
// This is just an example template: | |||
//_system->beginGFXTransaction(); | |||
// // This setup the graphics mode according to users seetings | |||
_system->endGFXTransaction(); | // initCommonGFX(false); | ||
// | |||
// // Specify dimensions of game graphics window. | |||
// // In this example: 320x200 | |||
// _system->initSize(320, 200); | |||
//FIXME: You really want to handle | |||
//OSystem::kTransactionSizeChangeFailed here | |||
//_system->endGFXTransaction(); | |||
// Create debugger console. It requires GFX to be initialized | // Create debugger console. It requires GFX to be initialized | ||
_console = new Console(this); | _console = new Console(this); | ||
// Additional setup. | // Additional setup. | ||
debug("QuuxEngine::init"); | |||
// Your main even loop should be (invoked from) here. | // Your main even loop should be (invoked from) here. | ||
debug("QuuxEngine::go: Hello, World!"); | |||
// This test will show up if -d1 and --debugflags=example are specified on the commandline | // This test will show up if -d1 and --debugflags=example are specified on the commandline | ||
debugC(1, kQuuxDebugExample, "Example debug call"); | debugC(1, kQuuxDebugExample, "Example debug call"); | ||
// This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline | // This test will show up if --debugflags=example or --debugflags=example2 or both of them and -d3 are specified on the commandline | ||
debugC(3, kQuuxDebugExample | kQuuxDebugExample2, "Example debug call two"); | debugC(3, kQuuxDebugExample | kQuuxDebugExample2, "Example debug call two"); | ||
return | return Common::kNoError; | ||
} | } | ||
} // End of namespace Quux | |||
</syntaxhighlight> | |||
=== Example: engines/quux/detection.cpp === | |||
The following example implements a custom MetaEngine instead of using the AdvancedMetaEngine. | |||
<syntaxhighlight lang="cpp"> | |||
#include "quux/quux.h" | |||
#include "common/config-manager.h" | |||
#include "common/error.h" | |||
#include "common/fs.h" | |||
#include "engines/metaengine.h" | |||
} // | |||
</ | static const PlainGameDescriptor quux_setting[] = { | ||
{ "quux", "Quux the Example Module" }, | |||
{ "quuxcd", "Quux the Example Module (CD version)" }, | |||
{ 0, 0 } | |||
}; | |||
class QuuxMetaEngine : public MetaEngine { | |||
public: | |||
virtual const char *getName() const { | |||
return "Quux the Example Module"; | |||
} | |||
virtual const char *getOriginalCopyright() const { | |||
return "Copyright (C) Quux Entertainment Ltd."; | |||
} | |||
virtual GameList getSupportedGames() const { | |||
GameList games; | |||
const PlainGameDescriptor *g = quux_setting; | |||
while (g->gameid) { | |||
games.push_back(*g); | |||
g++; | |||
} | |||
return games; | |||
} | |||
virtual GameDescriptor findGame(const char *gameid) const { | |||
const PlainGameDescriptor *g = quux_setting; | |||
while (g->gameid) { | |||
if (0 == scumm_stricmp(gameid, g->gameid)) | |||
break; | |||
g++; | |||
} | |||
return GameDescriptor(g->gameid, g->description); | |||
} | |||
virtual GameList detectGames(const Common::FSList &fslist) const { | |||
GameList detectedGames; | |||
// Iterate over all files in the given directory | |||
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) { | |||
if (!file->isDirectory()) { | |||
const char *gameName = file->getName().c_str(); | |||
if (0 == scumm_stricmp("README", gameName)) { | |||
// You could check the contents of the file now if you need to. | |||
detectedGames.push_back(quux_setting[0]); | |||
break; | |||
} | |||
} | |||
} | |||
return detectedGames; | |||
} | |||
virtual Common::Error createInstance(OSystem *syst, Engine **engine) const { | |||
assert(syst); | |||
assert(engine); | |||
// Scan the target directory for files (error out if it does not exist) | |||
Common::FSList fslist; | |||
Common::FSNode dir(ConfMan.get("path")); | |||
if (!dir.getChildren(fslist, Common::FSNode::kListAll)) { | |||
return Common::kNoGameDataFoundError; | |||
} | |||
// Invoke the detector | |||
Common::String gameid = ConfMan.get("gameid"); | |||
GameList detectedGames = detectGames(fslist); | |||
for (uint i = 0; i < detectedGames.size(); i++) { | |||
if (detectedGames[i].gameid() == gameid) { | |||
// At this point you may want to perform additional sanity checks. | |||
*engine = new Quux::QuuxEngine(syst); | |||
return Common::kNoError; | |||
} | |||
} | |||
// Failed to find any game data | |||
return Common::kNoGameDataFoundError; | |||
} | |||
}; | |||
#if PLUGIN_ENABLED_DYNAMIC(QUUX) | |||
REGISTER_PLUGIN_DYNAMIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine); | |||
#else | |||
REGISTER_PLUGIN_STATIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine); | |||
#endif | |||
</syntaxhighlight> | |||
=== Example: engines/quux/module.mk === | === Example: engines/quux/module.mk === | ||
< | <syntaxhighlight lang="make"> | ||
MODULE := engines/quux | MODULE := engines/quux | ||
MODULE_OBJS := \ | MODULE_OBJS := \ | ||
detection.o \ | |||
quux.o | quux.o | ||
MODULE_DIRS += \ | MODULE_DIRS += \ | ||
engines/quux | engines/quux | ||
# This module can be built as a plugin | # This module can be built as a plugin | ||
ifeq ($(ENABLE_QUUX), DYNAMIC_PLUGIN) | |||
PLUGIN := 1 | PLUGIN := 1 | ||
endif | endif | ||
# Include common rules | |||
include $(srcdir)/rules.mk | |||
</syntaxhighlight> | |||
# | === Example: engines/quux/configure.engine === | ||
<syntaxhighlight lang="bash"> | |||
</ | # This file is included from the main "configure" script | ||
# add_engine [name] [desc] [build-by-default] [subengines] [base games] [deps] | |||
add_engine quux "Quux" no | |||
</syntaxhighlight> |