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https://github.com/libretro/scummvm.git
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369 lines
11 KiB
C++
369 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BASE_PLUGINS_H
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#define BASE_PLUGINS_H
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#include "common/array.h"
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#include "common/fs.h"
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#include "common/str.h"
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#include "backends/plugins/elf/version.h"
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/**
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* @page pagePlugins An overview of the ScummVM plugin system
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* This is a brief overview of how plugins (dynamically loadable code modules)
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* work in ScummVM. We will explain how to write plugins, how they work internally,
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* and sketch how porters can add support for them in their ports.
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*
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* \section secPluginImpl Implementing a plugin
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* TODO
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*
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* \section secPluginUse Using plugins
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* TODO
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*
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* \section secPluginInternals How plugins work internally
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* TODO
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*
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* \section secPluginBackend How to add support for dynamic plugins to a port
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* TODO
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*/
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// Plugin versioning
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/** Global Plugin API version */
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#define PLUGIN_VERSION 1
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enum PluginType {
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PLUGIN_TYPE_ENGINE = 0,
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PLUGIN_TYPE_MUSIC,
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/* PLUGIN_TYPE_SCALER, */ // TODO: Add graphics scaler plugins
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PLUGIN_TYPE_MAX
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};
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// TODO: Make the engine API version depend on ScummVM's version
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// because of the backlinking (posibly from the checkout revision)
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#define PLUGIN_TYPE_ENGINE_VERSION 1
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#define PLUGIN_TYPE_MUSIC_VERSION 1
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extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
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// Plugin linking
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#define STATIC_PLUGIN 1
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#define DYNAMIC_PLUGIN 2
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#define PLUGIN_ENABLED_STATIC(ID) \
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(ENABLE_##ID && !PLUGIN_ENABLED_DYNAMIC(ID))
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#define PLUGIN_ENABLED_DYNAMIC(ID) \
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(ENABLE_##ID && (ENABLE_##ID == DYNAMIC_PLUGIN) && defined(DYNAMIC_MODULES))
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// see comments in backends/plugins/elf/elf-provider.cpp
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#if defined(USE_ELF_LOADER) && defined(ELF_LOADER_CXA_ATEXIT)
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#define PLUGIN_DYNAMIC_DSO_HANDLE \
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uint32 __dso_handle __attribute__((visibility("hidden"))) = 0;
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#else
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#define PLUGIN_DYNAMIC_DSO_HANDLE
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#endif
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#ifdef USE_ELF_LOADER
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#define PLUGIN_DYNAMIC_BUILD_DATE \
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PLUGIN_EXPORT const char *PLUGIN_getBuildDate() { return gScummVMPluginBuildDate; }
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#else
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#define PLUGIN_DYNAMIC_BUILD_DATE
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#endif
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/**
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* REGISTER_PLUGIN_STATIC is a convenience macro which is used to declare
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* the plugin interface for static plugins. Code (such as game engines)
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* which needs to implement a static plugin can simply invoke this macro
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* with a plugin ID, plugin type and PluginObject subclass, and the correct
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* wrapper code will be inserted.
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*
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* @see REGISTER_PLUGIN_DYNAMIC
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*/
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#define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \
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PluginType g_##ID##_type = TYPE; \
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PluginObject *g_##ID##_getObject() { \
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return new PLUGINCLASS(); \
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} \
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void dummyFuncToAllowTrailingSemicolon()
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#ifdef DYNAMIC_MODULES
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/**
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* REGISTER_PLUGIN_DYNAMIC is a convenience macro which is used to declare
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* the plugin interface for dynamically loadable plugins. Code (such as game engines)
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* which needs to implement a dynamic plugin can simply invoke this macro
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* with a plugin ID, plugin type and PluginObject subclass, and the correct
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* wrapper code will be inserted.
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*
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* @see REGISTER_PLUGIN_STATIC
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*/
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#define REGISTER_PLUGIN_DYNAMIC(ID,TYPE,PLUGINCLASS) \
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extern "C" { \
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PLUGIN_DYNAMIC_DSO_HANDLE \
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PLUGIN_DYNAMIC_BUILD_DATE \
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PLUGIN_EXPORT int32 PLUGIN_getVersion() { return PLUGIN_VERSION; } \
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PLUGIN_EXPORT int32 PLUGIN_getType() { return TYPE; } \
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PLUGIN_EXPORT int32 PLUGIN_getTypeVersion() { return TYPE##_VERSION; } \
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PLUGIN_EXPORT PluginObject *PLUGIN_getObject() { \
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return new PLUGINCLASS(); \
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} \
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} \
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void dummyFuncToAllowTrailingSemicolon()
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#endif // DYNAMIC_MODULES
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// Abstract plugins
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/**
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* Abstract base class for the plugin objects which handle plugins
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* instantiation. Subclasses for this may be used for engine plugins and other
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* types of plugins. An existing PluginObject refers to an executable file
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* loaded in memory and ready to run. The plugin, on the other hand, is just
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* a handle to the file/object, whether it's loaded in memory or not.
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*/
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class PluginObject {
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public:
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virtual ~PluginObject() {}
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/** Returns the name of the plugin. */
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virtual const char *getName() const = 0;
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};
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/**
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* Abstract base class for the plugin system.
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* Subclasses for this can be used to wrap both static and dynamic
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* plugins. This class refers to a plugin which may or may not be loaded in
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* memory.
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*/
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class Plugin {
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protected:
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PluginObject *_pluginObject;
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PluginType _type;
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public:
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Plugin() : _pluginObject(0), _type(PLUGIN_TYPE_MAX) {}
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virtual ~Plugin() {
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//if (isLoaded())
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//unloadPlugin();
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}
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// virtual bool isLoaded() const = 0; // TODO
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virtual bool loadPlugin() = 0; // TODO: Rename to load() ?
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virtual void unloadPlugin() = 0; // TODO: Rename to unload() ?
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/**
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* The following functions query information from the plugin object once
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* it's loaded into memory.
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**/
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PluginType getType() const;
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const char *getName() const;
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/**
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* The getFileName() function gets the name of the plugin file for those
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* plugins that have files (ie. not static). It doesn't require the plugin
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* object to be loaded into memory, unlike getName()
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**/
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virtual const char *getFileName() const { return 0; }
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};
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/** List of Plugin instances. */
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typedef Common::Array<Plugin *> PluginList;
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/**
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* Convenience template to make it easier defining normal Plugin
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* subclasses. Namely, the PluginSubclass will manage PluginObjects
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* of a type specified via the PO_t template parameter.
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*/
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template<class PO_t>
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class PluginSubclass : public Plugin {
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public:
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PO_t &operator*() const {
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return *(PO_t *)_pluginObject;
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}
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PO_t *operator->() const {
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return (PO_t *)_pluginObject;
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}
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typedef Common::Array<PluginSubclass *> List;
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};
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/**
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* Abstract base class for Plugin factories. Subclasses of this
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* are responsible for creating plugin objects, e.g. by loading
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* loadable modules from storage media; by creating "fake" plugins
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* from static code; or whatever other means.
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*/
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class PluginProvider {
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public:
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virtual ~PluginProvider() {}
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/**
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* Return a list of Plugin objects. The caller is responsible for actually
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* loading/unloading them (by invoking the appropriate Plugin methods).
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* Furthermore, the caller is responsible for deleting these objects
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* eventually.
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*
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* @return a list of Plugin instances
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*/
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virtual PluginList getPlugins() = 0;
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/**
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* @return whether or not object is a FilePluginProvider.
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*/
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virtual bool isFilePluginProvider() { return false; }
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};
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#ifdef DYNAMIC_MODULES
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/**
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* Abstract base class for Plugin factories which load binary code from files.
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* Subclasses only have to implement the createPlugin() method, and optionally
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* can overload the other protected methods to achieve custom behavior.
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*/
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class FilePluginProvider : public PluginProvider {
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public:
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/**
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* Return a list of Plugin objects loaded via createPlugin from disk.
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* For this, a list of directories is searched for plugin objects:
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* The current dir and its "plugins" subdirectory (if present), a list
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* of custom search dirs (see addCustomDirectories) and finally the
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* directory specified via the "pluginspath" config variable (if any).
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*
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* @return a list of Plugin instances
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*/
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virtual PluginList getPlugins();
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/**
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* @return whether or not object is a FilePluginProvider.
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*/
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bool isFilePluginProvider() { return true; }
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protected:
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/**
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* Create a Plugin instance from a loadable code module with the specified name.
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* Subclasses of FilePluginProvider have to at least overload this method.
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* If the file is not found, or does not contain loadable code, 0 is returned instead.
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*
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* @param node the FSNode of the loadable code module
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* @return a pointer to a Plugin instance, or 0 if an error occurred.
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*/
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virtual Plugin *createPlugin(const Common::FSNode &node) const = 0;
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/**
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* Check if the supplied file corresponds to a loadable plugin file in
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* the current platform. Usually, this will just check the file name.
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*
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* @param node the FSNode of the file to check
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* @return true if the filename corresponds to a plugin, false otherwise
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*/
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virtual bool isPluginFilename(const Common::FSNode &node) const;
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/**
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* Optionally add to the list of directories to be searched for
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* plugins by getPlugins().
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*
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* @param dirs the reference to the list of directories to be used when
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* searching for plugins.
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*/
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virtual void addCustomDirectories(Common::FSList &dirs) const;
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};
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#endif // DYNAMIC_MODULES
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#define PluginMan PluginManager::instance()
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/**
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* Singleton class which manages all plugins, including loading them,
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* managing all Plugin class instances, and unloading them.
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*/
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class PluginManager {
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protected:
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typedef Common::Array<PluginProvider *> ProviderList;
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PluginList _pluginsInMem[PLUGIN_TYPE_MAX];
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ProviderList _providers;
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bool tryLoadPlugin(Plugin *plugin);
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void addToPluginsInMemList(Plugin *plugin);
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static PluginManager *_instance;
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PluginManager();
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public:
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virtual ~PluginManager();
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static void destroy() { delete _instance; _instance = 0; }
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static PluginManager &instance();
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void addPluginProvider(PluginProvider *pp);
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// Functions used by the uncached PluginManager
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virtual void init() {}
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virtual void loadFirstPlugin() {}
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virtual bool loadNextPlugin() { return false; }
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virtual bool loadPluginFromGameId(const Common::String &gameId) { return false; }
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virtual void updateConfigWithFileName(const Common::String &gameId) {}
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// Functions used only by the cached PluginManager
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virtual void loadAllPlugins();
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void unloadAllPlugins();
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void unloadPluginsExcept(PluginType type, const Plugin *plugin, bool deletePlugin = true);
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const PluginList &getPlugins(PluginType t) { return _pluginsInMem[t]; }
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};
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/**
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* Uncached version of plugin manager
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* Keeps only one dynamic plugin in memory at a time
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**/
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class PluginManagerUncached : public PluginManager {
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protected:
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friend class PluginManager;
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PluginList _allEnginePlugins;
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PluginList::iterator _currentPlugin;
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PluginManagerUncached() {}
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bool loadPluginByFileName(const Common::String &filename);
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public:
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virtual void init();
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virtual void loadFirstPlugin();
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virtual bool loadNextPlugin();
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virtual bool loadPluginFromGameId(const Common::String &gameId);
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virtual void updateConfigWithFileName(const Common::String &gameId);
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virtual void loadAllPlugins() {} // we don't allow this
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};
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#endif
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