- 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
This commit is contained in:
Max Horn 2006-04-15 20:36:41 +00:00
parent ad45318328
commit 68cb7f52c8
42 changed files with 171 additions and 207 deletions

View file

@ -23,13 +23,12 @@
#include "common/stdafx.h"
#include "backends/fs/fs.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "base/engine.h"
#include "common/util.h"
/** Type of factory functions which make new Engine objects. */
typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
typedef Engine *(*EngineFactory)(OSystem *syst);
typedef const char *(*NameFunc)();
typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
@ -117,9 +116,9 @@ public:
const char *getName() const { return _plugin->_name; }
Engine *createInstance(GameDetector *detector, OSystem *syst) const {
Engine *createInstance(OSystem *syst) const {
assert(_plugin->_ef);
return (*_plugin->_ef)(detector, syst);
return (*_plugin->_ef)(syst);
}
GameList getSupportedGames() const { return _plugin->_games; }
@ -158,9 +157,9 @@ public:
const char *getName() const { return _name.c_str(); }
Engine *createInstance(GameDetector *detector, OSystem *syst) const {
Engine *createInstance(OSystem *syst) const {
assert(_ef);
return (*_ef)(detector, syst);
return (*_ef)(syst);
}
GameList getSupportedGames() const { return _games; }