83 bool probe(
const std::list<const EngineProbe *> &probes);
127 return probe(rootFiles, probes);
135 return probe(file, probes);
142 const std::list<const EngineProbe *> &probes) {
145 for (std::list<const EngineProbe *>::const_iterator p = probes.begin(); p != probes.end(); ++p) {
146 if ((*p)->probe(
_target, rootFiles)) {
156 const std::list<const EngineProbe *> &probes) {
159 for (std::list<const EngineProbe *>::const_iterator p = probes.begin(); p != probes.end(); ++p) {
160 if ((*p)->probe(stream)) {
195 std::vector<Aurora::Language> langs;
197 if (!langs.empty()) {
198 info(
"Available languages:");
199 for (std::vector<Aurora::Language>::iterator l = langs.begin(); l != langs.end(); ++l)
204 std::vector<Aurora::Language> langsT, langsV;
206 if (!langsT.empty()) {
207 info(
"Available text languages:");
208 for (std::vector<Aurora::Language>::iterator l = langsT.begin(); l != langsT.end(); ++l)
212 if (!langsV.empty()) {
213 info(
"Available voice languages:");
214 for (std::vector<Aurora::Language>::iterator l = langsV.begin(); l != langsV.end(); ++l)
232 const std::list<const EngineProbe *> &probes)
const {
235 if (game->probe(probes))
#define ResMan
Shortcut for accessing the sound manager.
Inter-thread request events.
const EngineProbe * _probe
The global graphics manager.
#define TalkMan
Shortcut for accessing the talk manager.
Generic engine interface.
virtual const Common::UString & getGameName() const =0
Return a string of the full game name.
A class holding an UTF-8 string.
#define TextureMan
Shortcut for accessing the texture manager.
The global config manager.
PointerType release()
Returns the plain pointer value and releases ScopedPtr.
#define SurfaceMan
Shortcut for accessing the shader manager.
The Aurora texture manager.
virtual Aurora::GameID getGameID() const =0
Get the GameID that the probe is able to detect.
static bool isDirectory(const UString &p)
Does specified path exist and is it a directory?
void reset()
Reset the GameInstance to a pre-probe state.
A simple streaming file reading class.
Utility functions to handle files used in BioWare's Aurora engine.
virtual Aurora::Platform getPlatform() const =0
Get the Platform that the probe is able to detect.
GameInstanceEngine(const Common::UString &target)
A probe that checks if an engine can handle game data found in a specific directory and creates an in...
A simple scoped smart pointer template.
The global engine manager.
Basic exceptions to throw.
The debug manager, managing debug channels.
bool open(const UString &fileName)
Try to open the file with the given fileName.
#define ConfigMan
Shortcut for accessing the config manager.
static bool isRegularFile(const UString &p)
Does specified path exist and is it a regular file?
Utility templates and functions.
#define DECLARE_SINGLETON(T)
Note that you need to use this macro from the global namespace.
void unregisterModelLoader()
bool probe(const std::list< const EngineProbe *> &probes)
Find an engine capable of running the game found in the GameInstance's target.
The global events manager.
void info(const char *s,...)
void run(GameInstance &game) const
Run this game instance.
Types and functions related to language.
The global shader material manager.
The global shader surface manager.
#define TwoDAReg
Shortcut for accessing the 2da registry.
#define MaterialMan
Shortcut for accessing the shader material manager.
A scoped plain pointer, allowing pointer-y access and normal deletion.
void run()
Run the probed game in the GameInstance's target.
void listLanguages()
List all available languages supported by this GameInstance's target.
#define CursorMan
Shortcut for accessing the cursor manager.
#define EventMan
Shortcut for accessing the events manager.
The Aurora cursor manager.
Implementing the stream reading interfaces for files.
Basic type definitions to handle files used in BioWare's Aurora engine.
A probe able to detect one specific game.
Common::UString getGameName(bool platform) const
#define LangMan
Shortcut for accessing the language manager.
Common::ScopedPtr< Engine > _engine
The global talk manager for Aurora strings.
GameInstance * probeGame(const Common::UString &target, const std::list< const EngineProbe *> &probes) const
Return a game instance capable of running the game in this directory.
#define RequestMan
Shortcut for accessing the request manager.
bool addDirectory(const UString &directory, int recurseDepth=0)
Add a directory to the list.
Common::UString getPlatformDescription(Platform platform)
Return the human readable string of a Platform.
The global engine manager, omniscient about all engines.
Manager for tokens in Aurora engines text strings.
Interface for a seekable & readable data stream.
#define TokenMan
Shortcut for accessing the token manager.
#define GfxMan
Shortcut for accessing the graphics manager.
The global resource manager for Aurora resources.
Utility class for manipulating file paths.
void listLanguages(GameInstance &game) const
List all available languages supported by this GameInstance's target.
#define FontMan
Shortcut for accessing the font manager.
virtual Engine * createEngine() const =0
Create the respective engine for the GameID.
Generic Aurora engines model functions.