ENGINES: Begin class renaming of ME & AME

- ME -> MetaEngineStatic (static parts)
- MEC -> MetaEngine (dynamic parts)
This commit is contained in:
aryanrawlani28 2020-10-02 11:16:09 +05:30 committed by Eugene Sandulenko
parent c48719404a
commit 71a820caff
17 changed files with 91 additions and 91 deletions

View file

@ -133,7 +133,7 @@ static const Plugin *detectPlugin() {
// Query the plugin for the game descriptor
printf(" Looking for a plugin supporting this target... %s\n", plugin->getName());
PlainGameDescriptor game = plugin->get<MetaEngine>().findGame(gameId.c_str());
PlainGameDescriptor game = plugin->get<MetaEngineStatic>().findGame(gameId.c_str());
if (!game.gameId) {
warning("'%s' is an invalid game ID for the engine '%s'. Use the --list-games option to list supported game IDs", gameId.c_str(), engineId.c_str());
return 0;
@ -182,7 +182,7 @@ static Common::Error runGame(const Plugin *plugin, OSystem &system, const Common
}
// Create the game's MetaEngine.
const MetaEngine &metaEngine = plugin->get<MetaEngine>();
const MetaEngineStatic &metaEngine = plugin->get<MetaEngineStatic>();
if (err.getCode() == Common::kNoError) {
// Set default values for all of the custom engine options
// Apparently some engines query them in their constructor, thus we
@ -200,7 +200,7 @@ static Common::Error runGame(const Plugin *plugin, OSystem &system, const Common
}
// Create the game's MetaEngineConnect.
const MetaEngineConnect &metaEngineConnect = enginePluginToLaunchGame->get<MetaEngineConnect>();
const MetaEngine &metaEngineConnect = enginePluginToLaunchGame->get<MetaEngine>();
err = metaEngineConnect.createInstance(&system, &engine);
// Check for errors