scummvm/base/plugins.h
Bastien Bouclet bb813719b5 ENGINES: Change targets to have an 'engine ID'
The engine ID identifies which engine should be used to launch the target.
Also remove the 'single ID' system. Different games from engines that used
that system now have different game IDs.

Also-By: Matthew Hoops <clone2727@gmail.com>
2019-11-03 11:43:00 +01:00

356 lines
11 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BASE_PLUGINS_H
#define BASE_PLUGINS_H
#include "common/array.h"
#include "common/fs.h"
#include "common/str.h"
#include "backends/plugins/elf/version.h"
#define INCLUDED_FROM_BASE_PLUGINS_H
#include "base/internal_plugins.h"
#undef INCLUDED_FROM_BASE_PLUGINS_H
/**
* @page pagePlugins An overview of the ScummVM plugin system
* This is a brief overview of how plugins (dynamically loadable code modules)
* work in ScummVM. We will explain how to write plugins, how they work internally,
* and sketch how porters can add support for them in their ports.
*
* \section secPluginImpl Implementing a plugin
* TODO
*
* \section secPluginUse Using plugins
* TODO
*
* \section secPluginInternals How plugins work internally
* TODO
*
* \section secPluginBackend How to add support for dynamic plugins to a port
* TODO
*/
// Plugin versioning
/** Global Plugin API version */
#define PLUGIN_VERSION 1
enum PluginType {
PLUGIN_TYPE_ENGINE = 0,
PLUGIN_TYPE_MUSIC,
/* PLUGIN_TYPE_SCALER, */ // TODO: Add graphics scaler plugins
PLUGIN_TYPE_MAX
};
// TODO: Make the engine API version depend on ScummVM's version
// because of the backlinking (posibly from the checkout revision)
#define PLUGIN_TYPE_ENGINE_VERSION 1
#define PLUGIN_TYPE_MUSIC_VERSION 1
extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
// Plugin linking
// see comments in backends/plugins/elf/elf-provider.cpp
#if defined(USE_ELF_LOADER) && defined(ELF_LOADER_CXA_ATEXIT)
#define PLUGIN_DYNAMIC_DSO_HANDLE \
uint32 __dso_handle __attribute__((visibility("hidden"))) = 0;
#else
#define PLUGIN_DYNAMIC_DSO_HANDLE
#endif
#ifdef USE_ELF_LOADER
#define PLUGIN_DYNAMIC_BUILD_DATE \
PLUGIN_EXPORT const char *PLUGIN_getBuildDate() { return gScummVMPluginBuildDate; }
#else
#define PLUGIN_DYNAMIC_BUILD_DATE
#endif
/**
* REGISTER_PLUGIN_STATIC is a convenience macro which is used to declare
* the plugin interface for static plugins. Code (such as game engines)
* which needs to implement a static 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_DYNAMIC
*/
#define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \
PluginType g_##ID##_type = TYPE; \
PluginObject *g_##ID##_getObject() { \
return new PLUGINCLASS(); \
} \
void dummyFuncToAllowTrailingSemicolon()
#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) \
extern "C" { \
PLUGIN_DYNAMIC_DSO_HANDLE \
PLUGIN_DYNAMIC_BUILD_DATE \
PLUGIN_EXPORT int32 PLUGIN_getVersion() { return PLUGIN_VERSION; } \
PLUGIN_EXPORT int32 PLUGIN_getType() { return TYPE; } \
PLUGIN_EXPORT int32 PLUGIN_getTypeVersion() { return TYPE##_VERSION; } \
PLUGIN_EXPORT PluginObject *PLUGIN_getObject() { \
return new PLUGINCLASS(); \
} \
} \
void dummyFuncToAllowTrailingSemicolon()
#endif // DYNAMIC_MODULES
// Abstract plugins
/**
* Abstract base class for the plugin objects which handle plugins
* instantiation. Subclasses for this may be used for engine plugins and other
* types of plugins. An existing PluginObject refers to an executable file
* loaded in memory and ready to run. The plugin, on the other hand, is just
* a handle to the file/object, whether it's loaded in memory or not.
*/
class PluginObject {
public:
virtual ~PluginObject() {}
/** Returns the name of the plugin. */
virtual const char *getName() const = 0;
};
/**
* Abstract base class for the plugin system.
* Subclasses for this can be used to wrap both static and dynamic
* plugins. This class refers to a plugin which may or may not be loaded in
* memory.
*/
class Plugin {
protected:
PluginObject *_pluginObject;
PluginType _type;
public:
Plugin() : _pluginObject(0), _type(PLUGIN_TYPE_MAX) {}
virtual ~Plugin() {
//if (isLoaded())
//unloadPlugin();
}
// virtual bool isLoaded() const = 0; // TODO
virtual bool loadPlugin() = 0; // TODO: Rename to load() ?
virtual void unloadPlugin() = 0; // TODO: Rename to unload() ?
/**
* The following functions query information from the plugin object once
* it's loaded into memory.
**/
PluginType getType() const;
const char *getName() const;
template <class T>
T &get() const {
T *pluginObject = dynamic_cast<T *>(_pluginObject);
if (!pluginObject) {
error("Invalid cast of plugin %s", getName());
}
return *pluginObject;
}
/**
* The getFileName() function gets the name of the plugin file for those
* plugins that have files (ie. not static). It doesn't require the plugin
* object to be loaded into memory, unlike getName()
**/
virtual const char *getFileName() const { return 0; }
};
/** List of Plugin instances. */
typedef Common::Array<Plugin *> PluginList;
/**
* 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 {
public:
virtual ~PluginProvider() {}
/**
* Return a list of Plugin objects. The caller is responsible for actually
* loading/unloading them (by invoking the appropriate Plugin methods).
* Furthermore, the caller is responsible for deleting these objects
* eventually.
*
* @return a list of Plugin instances
*/
virtual PluginList getPlugins() = 0;
/**
* @return whether or not object is a FilePluginProvider.
*/
virtual bool isFilePluginProvider() { return false; }
};
#ifdef DYNAMIC_MODULES
/**
* 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 {
public:
/**
* Return a list of Plugin objects loaded via createPlugin from disk.
* For this, a list of directories is searched for plugin objects:
* The current dir and its "plugins" subdirectory (if present), a list
* of custom search dirs (see addCustomDirectories) and finally the
* directory specified via the "pluginspath" config variable (if any).
*
* @return a list of Plugin instances
*/
virtual PluginList getPlugins();
/**
* @return whether or not object is a FilePluginProvider.
*/
bool isFilePluginProvider() { return true; }
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 node the FSNode of the loadable code module
* @return a pointer to a Plugin instance, or 0 if an error occurred.
*/
virtual Plugin *createPlugin(const Common::FSNode &node) const = 0;
/**
* Check if the supplied file corresponds to a loadable plugin file in
* the current platform. Usually, this will just check the file name.
*
* @param node the FSNode of the file to check
* @return true if the filename corresponds to a plugin, false otherwise
*/
virtual bool isPluginFilename(const Common::FSNode &node) const;
/**
* Optionally add to the list of directories to be searched for
* plugins by getPlugins().
*
* @param dirs the reference to the list of directories to be used when
* searching for plugins.
*/
virtual void addCustomDirectories(Common::FSList &dirs) const;
};
#endif // DYNAMIC_MODULES
#define PluginMan PluginManager::instance()
/**
* Singleton class which manages all plugins, including loading them,
* managing all Plugin class instances, and unloading them.
*/
class PluginManager {
protected:
typedef Common::Array<PluginProvider *> ProviderList;
PluginList _pluginsInMem[PLUGIN_TYPE_MAX];
ProviderList _providers;
bool tryLoadPlugin(Plugin *plugin);
void addToPluginsInMemList(Plugin *plugin);
static PluginManager *_instance;
PluginManager();
public:
virtual ~PluginManager();
static void destroy() { delete _instance; _instance = 0; }
static PluginManager &instance();
void addPluginProvider(PluginProvider *pp);
// Functions used by the uncached PluginManager
virtual void init() {}
virtual void loadFirstPlugin() {}
virtual bool loadNextPlugin() { return false; }
virtual bool loadPluginFromEngineId(const Common::String &engineId) { return false; }
virtual void updateConfigWithFileName(const Common::String &engineId) {}
// Functions used only by the cached PluginManager
virtual void loadAllPlugins();
virtual void loadAllPluginsOfType(PluginType type);
void unloadAllPlugins();
void unloadPluginsExcept(PluginType type, const Plugin *plugin, bool deletePlugin = true);
const PluginList &getPlugins(PluginType t) { return _pluginsInMem[t]; }
};
/**
* Uncached version of plugin manager
* Keeps only one dynamic plugin in memory at a time
**/
class PluginManagerUncached : public PluginManager {
protected:
friend class PluginManager;
PluginList _allEnginePlugins;
PluginList::iterator _currentPlugin;
PluginManagerUncached() {}
bool loadPluginByFileName(const Common::String &filename);
public:
virtual void init();
virtual void loadFirstPlugin();
virtual bool loadNextPlugin();
virtual bool loadPluginFromEngineId(const Common::String &engineId);
virtual void updateConfigWithFileName(const Common::String &engineId);
virtual void loadAllPlugins() {} // we don't allow these
virtual void loadAllPluginsOfType(PluginType type) {}
};
#endif