Difference between revisions of "HOWTO-Engines"

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# Add a new directory <tt>engines/quux/</tt>
# Add a new directory <tt>engines/quux/</tt>
# Add <tt>engines/quux/module.mk</tt> (looking at module.mk files of existing engines should make it clear what you have to do).
# 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/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/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).
# Add <tt>engines/quux/detection.cpp</tt>; It will contain the plugin interface code (more on that in the next section).
# Modify <tt>engines/engines.mk</tt> by adding your engine. It should be clear what to do by looking at what is done for the other engines there.
# Modify <tt>engines/configure.engines</tt> by adding a new add_engine line. Again, just check out what is done for the existing engines.
# Modify <tt>engines/plugins_table.h</tt>; It should be pretty straightforward to do this by checking out how the other engines do it.


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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* '''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).
* '''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 ===
=== Subclassing MetaEngine ===
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=== Example: engines/quux/quux.h ===
=== Example: engines/quux/quux.h ===
<syntax type="C++">
<syntaxhighlight lang="cpp">
#ifndef QUUX_H
#ifndef QUUX_H
#define QUUX_H
#define QUUX_H
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#endif
#endif
</syntax>
</syntaxhighlight>


=== Example: engines/quux/quux.cpp ===
=== Example: engines/quux/quux.cpp ===
<syntax type="C++">
<syntaxhighlight lang="cpp">
#include "common/scummsys.h"
#include "common/scummsys.h"
   
   
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#include "common/debug-channels.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/error.h"
#include "common/EventRecorder.h"
#include "gui/EventRecorder.h"
#include "common/file.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/fs.h"
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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
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// 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
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} // End of namespace Quux
} // End of namespace Quux
</syntax>
</syntaxhighlight>


=== Example: engines/quux/detection.cpp ===
=== Example: engines/quux/detection.cpp ===
The following example implements a custom MetaEngine instead of using the AdvancedMetaEngine.
The following example implements a custom MetaEngine instead of using the AdvancedMetaEngine.
<syntax type="C++">
<syntaxhighlight lang="cpp">
#include "quux/quux.h"
#include "quux/quux.h"
   
   
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REGISTER_PLUGIN_STATIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine);
REGISTER_PLUGIN_STATIC(QUUX, PLUGIN_TYPE_ENGINE, QuuxMetaEngine);
#endif
#endif
</syntax>
</syntaxhighlight>


=== Example: engines/quux/module.mk ===
=== Example: engines/quux/module.mk ===
<syntax type="make">
<syntaxhighlight lang="make">
MODULE := engines/quux
MODULE := engines/quux
   
   
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# Include common rules  
# Include common rules  
include $(srcdir)/rules.mk
include $(srcdir)/rules.mk
</syntax>
</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>
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