Difference between revisions of "HOWTO-Engines"

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109 bytes added ,  05:09, 17 September 2020
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Minor changes to the Quux area descriptions
(Fleshing out Quux example with an advanced meta engine detection and savegames)
m (Minor changes to the Quux area descriptions)
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You'll have to create a custom AdvancedMetaEngine 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.
You'll have to create a custom AdvancedMetaEngine 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. It contains the necessary fundamentals of the details of the games and the code to create the engine. Finally, in either case, you will then have to specify your MetaEngine class to the REGISTER_PLUGIN_* macros.
The following example illustrates this. It contains the necessary fundamentals of the details of the games and the code to create the engine, as well as REGISTER macros that register the meta engine with ScummVM. For the Quux example, If you create an empty file named quux.txt, the engine will detect it.


=== Subclassing Engine ===
=== Subclassing Engine ===
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* It creates a debugger class and registers it with the engine framework. Currently it's only a skeleton defined in quux.h. For a full game, you'd implement it in it's own debugger.cpp and .h files
* It creates a debugger class and registers it with the engine framework. Currently it's only a skeleton defined in quux.h. For a full game, you'd implement it in it's own debugger.cpp and .h files
* It has a simple event loop
* It has a simple event loop
* It also demonstrates how to read and write savegames


Miscellaneous important: If you end up using the ScummVM GUI manually in your game (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.
Miscellaneous important: If you end up using the ScummVM GUI manually in your game (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.
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