- Renamed ConfigManager::getActiveDomain to getActiveDomainName, and added a new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain - Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain - This in turn allowed for removing usage of GameDetector in many places svn-id: r21916
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parent
ad45318328
commit
68cb7f52c8
42 changed files with 171 additions and 207 deletions
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@ -23,13 +23,12 @@
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#include "common/stdafx.h"
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#include "backends/fs/fs.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "base/engine.h"
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#include "common/util.h"
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/** Type of factory functions which make new Engine objects. */
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typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
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typedef Engine *(*EngineFactory)(OSystem *syst);
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typedef const char *(*NameFunc)();
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typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
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@ -117,9 +116,9 @@ public:
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const char *getName() const { return _plugin->_name; }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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Engine *createInstance(OSystem *syst) const {
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assert(_plugin->_ef);
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return (*_plugin->_ef)(detector, syst);
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return (*_plugin->_ef)(syst);
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}
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GameList getSupportedGames() const { return _plugin->_games; }
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@ -158,9 +157,9 @@ public:
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const char *getName() const { return _name.c_str(); }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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Engine *createInstance(OSystem *syst) const {
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assert(_ef);
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return (*_ef)(detector, syst);
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return (*_ef)(syst);
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}
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GameList getSupportedGames() const { return _games; }
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