scummvm/base/plugins.h
Eugene Sandulenko 1758c5b211 Initial checking of Gob engine
svn-id: r17388
2005-04-05 15:07:40 +00:00

159 lines
4.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef COMMON_PLUGINS_H
#define COMMON_PLUGINS_H
#include "common/array.h"
#include "common/singleton.h"
#include "common/util.h"
class Engine;
class FSList;
class GameDetector;
class OSystem;
struct GameSettings;
/** List of games. */
typedef Common::Array<GameSettings> GameList;
/**
* A detected game. Carries the GameSettings, but also (optionally)
* information about the language and platform of the detected game.
*/
struct DetectedGame : GameSettings {
Common::Language language;
Common::Platform platform;
DetectedGame() : language(Common::UNK_LANG), platform(Common::kPlatformUnknown) {}
DetectedGame(const GameSettings &game,
Common::Language l = Common::UNK_LANG,
Common::Platform p = Common::kPlatformUnknown)
: GameSettings(game), language(l), platform(p) {}
};
/** List of detected games. */
typedef Common::Array<DetectedGame> DetectedGameList;
/**
* Abstract base class for the plugin system.
* Subclasses for this can be used to wrap both static and dynamic
* plugins.
*/
class Plugin {
public:
virtual ~Plugin() {}
virtual bool loadPlugin() { return true; }
virtual void unloadPlugin() {}
virtual const char *getName() const = 0;
virtual int getVersion() const { return 0; } // TODO!
virtual GameList getSupportedGames() const = 0;
virtual GameSettings findGame(const char *gameName) const;
virtual DetectedGameList detectGames(const FSList &fslist) const = 0;
virtual Engine *createInstance(GameDetector *detector, OSystem *syst) const = 0;
};
/**
* REGISTER_PLUGIN is a convenience macro meant to ease writing
* the plugin interface for our modules. In particular, using it
* makes it possible to compile the very same code in a module
* both as a static and a dynamic plugin.
*
* @todo add some means to query the plugin API version etc.
* @todo on Windows, we might need __declspec(dllexport) ?
*/
#ifndef DYNAMIC_MODULES
#define REGISTER_PLUGIN(ID,name) \
PluginRegistrator g_##ID##_PluginReg(name, Engine_##ID##_gameList(), Engine_##ID##_create, Engine_##ID##_detectGames);
#else
#define REGISTER_PLUGIN(ID,name) \
extern "C" { \
const char *PLUGIN_name() { return name; } \
GameList PLUGIN_getSupportedGames() { return Engine_##ID##_gameList(); } \
Engine *PLUGIN_createEngine(GameDetector *detector, OSystem *syst) { return Engine_##ID##_create(detector, syst); } \
DetectedGameList PLUGIN_detectGames(const FSList &fslist) { return Engine_##ID##_detectGames(fslist); } \
}
#endif
#ifndef DYNAMIC_MODULES
/**
* The PluginRegistrator class is used by the static version of REGISTER_PLUGIN
* to allow static 'plugins' to register with the PluginManager.
*/
class PluginRegistrator {
friend class PluginManager;
public:
typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
typedef DetectedGameList (*DetectFunc)(const FSList &fslist);
protected:
const char *_name;
EngineFactory _ef;
DetectFunc _df;
GameList _games;
public:
PluginRegistrator(const char *name, GameList games, EngineFactory ef, DetectFunc df);
};
#endif
/** List of plugins. */
typedef Common::Array<Plugin *> PluginList;
class PluginManager;
/**
* Instances of this class manage all plugins, including loading them,
* making wrapper objects of class Plugin available, and unloading them.
*
* @todo Add support for dynamic plugins (this may need additional API, e.g. for a plugin path)
*/
class PluginManager : public Common::Singleton<PluginManager> {
private:
PluginList _plugins;
bool tryLoadPlugin(Plugin *plugin);
friend class Common::Singleton<SingletonBaseType>;
PluginManager();
public:
~PluginManager();
void loadPlugins();
void unloadPlugins();
void unloadPluginsExcept(const Plugin *plugin);
const PluginList &getPlugins() { return _plugins; }
DetectedGameList detectGames(const FSList &fslist) const;
};
#endif