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* On OSX: Support a plugin build in the bundle target: *.plugin files should be put into ScummVM.app/Contents/PlugIns/; this also means that the loader needs to search in the plugin dir of the active bundle. So use the CF bundle API, inside a #ifdef MACOSX block. | * On OSX: Support a plugin build in the bundle target: *.plugin files should be put into ScummVM.app/Contents/PlugIns/; this also means that the loader needs to search in the plugin dir of the active bundle. So use the CF bundle API, inside a #ifdef MACOSX block. | ||
* When creating an engine instance, there is currently no way for the plugin to indicate an error, except for returning a NULL value. It would be nice if the engine could specify why creating the engine instance failed (e.g. due to lack of memory, because a file couldn't be found, because the game was not recognized, etc.). | * When creating an engine instance, there is currently no way for the plugin to indicate an error, except for returning a NULL value. It would be nice if the engine could specify why creating the engine instance failed (e.g. due to lack of memory, because a file couldn't be found, because the game was not recognized, etc.). | ||
* Replace DetectedGame by a 'map' containing essentially the same data that the config file would contain -- i.e. gameid, description, language, platform; but also any further data, like e.g. basename, target_md5, or *anything* the engine deems important. -> far more flexible, and helps to simplify the launcher code, too. | * Replace DetectedGame by a 'map' containing essentially the same data that the config file would contain -- i.e. gameid, description, language, platform; but also any further data, like e.g. basename, target_md5, or *anything* the engine deems important. -> far more flexible, and helps to simplify the launcher code, too. | ||
* Make DetectedGame::updateDesc a normal function, not a member function. | * Make DetectedGame::updateDesc a normal function, not a member function. |
edits