Moved the engine plugin code to engines/metaengine.h; added/clarified/corrected various Doxygen comments for the plugin system

svn-id: r32083
This commit is contained in:
Max Horn 2008-05-13 10:41:32 +00:00
parent fe58f0ee4b
commit 2bb39e591f
4 changed files with 67 additions and 37 deletions

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@ -33,7 +33,7 @@
// Plugin versioning // Plugin versioning
// Global Plugin API version /** Global Plugin API version */
#define PLUGIN_VERSION 1 #define PLUGIN_VERSION 1
enum PluginType { enum PluginType {
@ -67,14 +67,14 @@ extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
(defined(ENABLE_##ID) && (ENABLE_##ID == DYNAMIC_PLUGIN) && defined(DYNAMIC_MODULES)) (defined(ENABLE_##ID) && (ENABLE_##ID == DYNAMIC_PLUGIN) && defined(DYNAMIC_MODULES))
/** /**
* REGISTER_PLUGIN is a convenience macro meant to ease writing * REGISTER_PLUGIN_STATIC is a convenience macro which is used to declare
* the plugin interface for our modules. In particular, using it * the plugin interface for static plugins. Code (such as game engines)
* makes it possible to compile the very same code in a module * which needs to implement a static plugin can simply invoke this macro
* both as a static and a dynamic plugin. * with a plugin ID, plugin type and PluginObject subclass, and the correct
* wrapper code will be inserted.
* *
* @todo add some means to query the plugin API version etc. * @see REGISTER_PLUGIN_DYNAMIC
*/ */
#define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \ #define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \
PluginType g_##ID##_type = TYPE; \ PluginType g_##ID##_type = TYPE; \
PluginObject *g_##ID##_getObject() { \ PluginObject *g_##ID##_getObject() { \
@ -84,6 +84,15 @@ extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
#ifdef DYNAMIC_MODULES #ifdef DYNAMIC_MODULES
/**
* REGISTER_PLUGIN_DYNAMIC is a convenience macro which is used to declare
* the plugin interface for dynamically loadable plugins. Code (such as game engines)
* which needs to implement a dynamic plugin can simply invoke this macro
* with a plugin ID, plugin type and PluginObject subclass, and the correct
* wrapper code will be inserted.
*
* @see REGISTER_PLUGIN_STATIC
*/
#define REGISTER_PLUGIN_DYNAMIC(ID,TYPE,PLUGINCLASS) \ #define REGISTER_PLUGIN_DYNAMIC(ID,TYPE,PLUGINCLASS) \
extern "C" { \ extern "C" { \
PLUGIN_EXPORT int32 PLUGIN_getVersion() { return PLUGIN_VERSION; } \ PLUGIN_EXPORT int32 PLUGIN_getVersion() { return PLUGIN_VERSION; } \
@ -138,10 +147,14 @@ public:
const char *getName() const; const char *getName() const;
}; };
/** List of plugins. */ /** List of Plugin instances. */
typedef Common::Array<Plugin *> PluginList; typedef Common::Array<Plugin *> PluginList;
/** Template to help defining Plugin subclasses */ /**
* Convenience template to make it easier defining normal Plugin
* subclasses. Namely, the PluginSubclass will manage PluginObjects
* of a type specified via the PO_t template parameter.
*/
template<class PO_t> template<class PO_t>
class PluginSubclass : public Plugin { class PluginSubclass : public Plugin {
public: public:
@ -152,24 +165,43 @@ public:
typedef Common::Array<PluginSubclass *> list; typedef Common::Array<PluginSubclass *> list;
}; };
/**
* Abstract base class for Plugin factories. Subclasses of this
* are responsible for creating plugin objects, e.g. by loading
* loadable modules from storage media; by creating "fake" plugins
* from static code; or whatever other means.
*/
class PluginProvider { class PluginProvider {
public: public:
virtual ~PluginProvider() {} virtual ~PluginProvider() {}
/** /**
* Return a list of Plugin objects. The caller is responsible for actually * Return a list of Plugin objects. The caller is responsible for actually
* loading/unloading them (by invoking the appropriate methods). * loading/unloading them (by invoking the appropriate Plugin methods).
* Furthermore, the caller is responsible for deleting these objects * Furthermore, the caller is responsible for deleting these objects
* eventually. * eventually.
*/ */
virtual PluginList getPlugins() = 0; virtual PluginList getPlugins() = 0;
}; };
/**
* Abstract base class for Plugin factories which load binary code from files.
* Subclasses only have to implement the createPlugin() method, and optionally
* can overload the other protected methods to achieve custom behavior.
*/
class FilePluginProvider : public PluginProvider { class FilePluginProvider : public PluginProvider {
public: public:
virtual PluginList getPlugins(); virtual PluginList getPlugins();
protected: protected:
/**
* Create a Plugin instance from a loadable code module with the specified name.
* Subclasses of FilePluginProvider have to at least overload this method.
* If the file is not found, or does not contain loadable code, 0 is returned instead.
*
* @param filename the name of the loadable code module
* @return a pointer to a Plugin instance, or 0 if an error occured.
*/
virtual Plugin* createPlugin(const Common::String &filename) const = 0; virtual Plugin* createPlugin(const Common::String &filename) const = 0;
virtual const char* getPrefix() const; virtual const char* getPrefix() const;
@ -179,8 +211,8 @@ protected:
}; };
/** /**
* Instances of this class manage all plugins, including loading them, * Singleton class which manages all plugins, including loading them,
* making wrapper objects of class Plugin available, and unloading them. * managing all Plugin class instances, and unloading them.
*/ */
class PluginManager : public Common::Singleton<PluginManager> { class PluginManager : public Common::Singleton<PluginManager> {
typedef Common::List<PluginProvider *> ProviderList; typedef Common::List<PluginProvider *> ProviderList;
@ -205,25 +237,4 @@ public:
const PluginList &getPlugins(PluginType t) { return _plugins[t]; } const PluginList &getPlugins(PluginType t) { return _plugins[t]; }
}; };
// Engine plugins
class FSList;
class MetaEngine;
typedef PluginSubclass<MetaEngine> EnginePlugin;
class EngineManager : public Common::Singleton<EngineManager> {
private:
friend class Common::Singleton<SingletonBaseType>;
public:
GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
GameList detectGames(const FSList &fslist) const;
const EnginePlugin::list &getPlugins() const;
};
/** Shortcut for accessing the engine manager. */
#define EngineMan EngineManager::instance()
#endif #endif

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@ -93,4 +93,25 @@ public:
} }
}; };
// Engine plugins
typedef PluginSubclass<MetaEngine> EnginePlugin;
/**
* Singleton class which manages all Engine plugins.
*/
class EngineManager : public Common::Singleton<EngineManager> {
private:
friend class Common::Singleton<SingletonBaseType>;
public:
GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
GameList detectGames(const FSList &fslist) const;
const EnginePlugin::list &getPlugins() const;
};
/** Convenience shortcut for accessing the engine manager. */
#define EngineMan EngineManager::instance()
#endif #endif

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@ -22,8 +22,7 @@
* $Id$ * $Id$
*/ */
#include "engines/engine.h" #include "engines/metaengine.h"
#include "base/plugins.h"
#include "base/version.h" #include "base/version.h"
#include "common/config-manager.h" #include "common/config-manager.h"

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@ -22,8 +22,7 @@
* $Id$ * $Id$
*/ */
#include "engines/engine.h" #include "engines/metaengine.h"
#include "base/plugins.h"
#include "common/events.h" #include "common/events.h"
#include "gui/launcher.h" // For addGameToConf() #include "gui/launcher.h" // For addGameToConf()