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Tried to unify plugin code for PalmOS and non-PalmOS (hopefully I didn't break the PalmOS code this way, please verify)
svn-id: r19670
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@ -86,24 +86,25 @@ GameSettings Plugin::findGame(const char *gameName) const {
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#pragma mark -
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class StaticPlugin : public Plugin {
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const char *_name;
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EngineFactory _ef;
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DetectFunc _df;
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GameList _games;
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PluginRegistrator *_plugin;
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public:
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StaticPlugin(const char *name, GameList games, EngineFactory ef, DetectFunc df)
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: _name(name), _ef(ef), _df(df), _games(games) {
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StaticPlugin(PluginRegistrator *plugin)
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: _plugin(plugin) {
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}
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~StaticPlugin() {
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delete _plugin;
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}
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const char *getName() const { return _name; }
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const char *getName() const { return _plugin->_name; }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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return (*_ef)(detector, syst);
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return (*_plugin->_ef)(detector, syst);
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}
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GameList getSupportedGames() const { return _games; }
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GameList getSupportedGames() const { return _plugin->_games; }
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DetectedGameList detectGames(const FSList &fslist) const {
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return (*_df)(fslist);
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return (*_plugin->_df)(fslist);
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}
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};
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@ -287,23 +288,13 @@ void PluginManager::loadPlugins() {
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#else
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#if defined(PALMOS_ARM) || defined(PALMOS_DEBUG)
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#define FREE_PLUGIN(ID) \
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extern PluginRegistrator *g_##ID##_PluginReg; \
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delete g_##ID##_PluginReg;
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#define LINK_PLUGIN(ID) \
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extern PluginRegistrator *g_##ID##_PluginReg; \
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extern void g_##ID##_PluginReg_alloc(); \
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g_##ID##_PluginReg_alloc(); \
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plugin = g_##ID##_PluginReg; \
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tryLoadPlugin(new StaticPlugin(plugin->_name, plugin->_games, plugin->_ef, plugin->_df));
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#else
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#define LINK_PLUGIN(ID) \
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extern PluginRegistrator g_##ID##_PluginReg; \
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plugin = &g_##ID##_PluginReg; \
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tryLoadPlugin(new StaticPlugin(plugin->_name, plugin->_games, plugin->_ef, plugin->_df));
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#endif
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tryLoadPlugin(new StaticPlugin(plugin));
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// "Loader" for the static plugins.
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// Iterate over all registered (static) plugins and load them.
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PluginRegistrator *plugin;
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@ -341,36 +332,6 @@ void PluginManager::loadPlugins() {
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void PluginManager::unloadPlugins() {
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unloadPluginsExcept(NULL);
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#if defined(PALMOS_ARM) || defined(PALMOS_DEBUG)
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#ifndef DISABLE_SCUMM
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FREE_PLUGIN(SCUMM)
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#endif
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#ifndef DISABLE_SKY
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FREE_PLUGIN(SKY)
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#endif
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#ifndef DISABLE_SWORD1
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FREE_PLUGIN(SWORD1)
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#endif
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#ifndef DISABLE_SWORD2
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FREE_PLUGIN(SWORD2)
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#endif
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#ifndef DISABLE_SIMON
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FREE_PLUGIN(SIMON)
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#endif
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#ifndef DISABLE_QUEEN
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FREE_PLUGIN(QUEEN)
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#endif
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#ifndef DISABLE_SAGA
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FREE_PLUGIN(SAGA)
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#endif
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#ifndef DISABLE_KYRA
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FREE_PLUGIN(KYRA)
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#endif
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#ifndef DISABLE_GOB
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FREE_PLUGIN(GOB)
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#endif
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#endif
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}
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void PluginManager::unloadPluginsExcept(const Plugin *plugin) {
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@ -26,12 +26,12 @@
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#include "common/array.h"
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#include "common/singleton.h"
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#include "common/util.h"
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#include "base/gameDetector.h" // For GameSettings
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class Engine;
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class FSList;
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class GameDetector;
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class OSystem;
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struct GameSettings;
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/** List of games. */
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typedef Common::Array<GameSettings> GameList;
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@ -84,21 +84,15 @@ public:
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* both as a static and a dynamic plugin.
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*
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* @todo add some means to query the plugin API version etc.
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* @todo on Windows, we might need __declspec(dllexport) ?
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*/
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#if defined(PALMOS_ARM) || defined(PALMOS_DEBUG)
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#ifndef DYNAMIC_MODULES
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#define REGISTER_PLUGIN(ID,name) \
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PluginRegistrator *g_##ID##_PluginReg; \
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void g_##ID##_PluginReg_alloc() { \
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g_##ID##_PluginReg = new PluginRegistrator(name, Engine_##ID##_gameList(), Engine_##ID##_create, Engine_##ID##_detectGames);\
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}
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#else
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#ifndef DYNAMIC_MODULES
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#define REGISTER_PLUGIN(ID,name) \
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PluginRegistrator g_##ID##_PluginReg(name, Engine_##ID##_gameList(), Engine_##ID##_create, Engine_##ID##_detectGames);
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#else
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#define REGISTER_PLUGIN(ID,name) \
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extern "C" { \
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PLUGIN_EXPORT const char *PLUGIN_name() { return name; } \
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@ -107,7 +101,6 @@ public:
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PLUGIN_EXPORT DetectedGameList PLUGIN_detectGames(const FSList &fslist) { return Engine_##ID##_detectGames(fslist); } \
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}
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#endif
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#endif
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#ifndef DYNAMIC_MODULES
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/**
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@ -115,7 +108,7 @@ public:
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* to allow static 'plugins' to register with the PluginManager.
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*/
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class PluginRegistrator {
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friend class PluginManager;
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friend class StaticPlugin;
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public:
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typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
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typedef DetectedGameList (*DetectFunc)(const FSList &fslist);
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