ENGINES: Begin class renaming of ME & AME
- ME -> MetaEngineStatic (static parts) - MEC -> MetaEngine (dynamic parts)
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17 changed files with 91 additions and 91 deletions
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@ -133,7 +133,7 @@ static const Plugin *detectPlugin() {
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// Query the plugin for the game descriptor
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printf(" Looking for a plugin supporting this target... %s\n", plugin->getName());
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PlainGameDescriptor game = plugin->get<MetaEngine>().findGame(gameId.c_str());
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PlainGameDescriptor game = plugin->get<MetaEngineStatic>().findGame(gameId.c_str());
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if (!game.gameId) {
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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());
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return 0;
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@ -182,7 +182,7 @@ static Common::Error runGame(const Plugin *plugin, OSystem &system, const Common
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}
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// Create the game's MetaEngine.
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const MetaEngine &metaEngine = plugin->get<MetaEngine>();
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const MetaEngineStatic &metaEngine = plugin->get<MetaEngineStatic>();
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if (err.getCode() == Common::kNoError) {
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// Set default values for all of the custom engine options
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// Apparently some engines query them in their constructor, thus we
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@ -200,7 +200,7 @@ static Common::Error runGame(const Plugin *plugin, OSystem &system, const Common
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}
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// Create the game's MetaEngineConnect.
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const MetaEngineConnect &metaEngineConnect = enginePluginToLaunchGame->get<MetaEngineConnect>();
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const MetaEngine &metaEngineConnect = enginePluginToLaunchGame->get<MetaEngine>();
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err = metaEngineConnect.createInstance(&system, &engine);
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// Check for errors
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