mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
218e132e37
svn-id: r27024
205 lines
6.5 KiB
C++
205 lines
6.5 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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* 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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* 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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* $URL$
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* $Id$
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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/stdafx.h"
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#include "common/array.h"
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#include "common/list.h"
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#include "common/singleton.h"
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#include "common/util.h"
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#include "base/game.h"
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class Engine;
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class FSList;
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class OSystem;
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/**
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* Error codes which mayb be reported by plugins under various circumstances.
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* @todo Turn this into a global 'ErrorCode' enum used by all of ScummVM ?
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*/
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enum PluginError {
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kNoError = 0, // No error occured
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kInvalidPathError,
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kNoGameDataFoundError,
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kUnsupportedGameidError,
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kUnknownError // Catch-all error, used if no other error code matches
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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.
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*/
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class Plugin {
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public:
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virtual ~Plugin() {}
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virtual bool loadPlugin() = 0;
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virtual void unloadPlugin() = 0;
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virtual const char *getName() const = 0;
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virtual const char *getCopyright() const = 0;
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// virtual int getVersion() const { return 0; } // TODO!
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virtual GameList getSupportedGames() const = 0;
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virtual GameDescriptor findGame(const char *gameid) const = 0;
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virtual GameList detectGames(const FSList &fslist) const = 0;
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virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0;
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};
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/**
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* REGISTER_PLUGIN is a convenience macro meant to ease writing
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* the plugin interface for our modules. In particular, using it
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* makes it possible to compile the very same code in a module
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* both as a static and a dynamic plugin.
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*
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* Each plugin has to define the following functions:
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* - GameList Engine_##ID##_gameIDList()
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* -> returns a list of gameid/desc pairs. Only used to implement '--list-games'.
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* - GameDescriptor Engine_##ID##_findGameID(const char *gameid)
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* -> asks the Engine for a GameDescriptor matching the gameid. If that is not
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* possible, the engine MUST set the gameid of the returned value to 0.
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* Note: This MUST succeed for every gameID on the list returned by
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* gameIDList(), but MAY also work for additional gameids (e.g. to support
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* obsolete targets).
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* - DetectedGameList Engine_##ID##_detectGames(const FSList &fslist)
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* -> scans through the given file list (usually the contents of a directory),
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* and attempts to detects games present in that location.
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* - PluginError Engine_##ID##_create(OSystem *syst, Engine **engine)
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* -> factory function, create an instance of the Engine class.
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*
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* @todo add some means to query the plugin API version etc.
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*/
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#ifndef DYNAMIC_MODULES
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#define REGISTER_PLUGIN(ID,name,copyright) \
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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, copyright, \
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Engine_##ID##_gameIDList(), \
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Engine_##ID##_findGameID, \
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Engine_##ID##_create, \
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Engine_##ID##_detectGames \
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);\
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} \
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void dummyFuncToAllowTrailingSemicolon()
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#else
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#define REGISTER_PLUGIN(ID,name,copyright) \
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extern "C" { \
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PLUGIN_EXPORT const char *PLUGIN_name() { return name; } \
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PLUGIN_EXPORT const char *PLUGIN_copyright() { return copyright; } \
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PLUGIN_EXPORT GameList PLUGIN_gameIDList() { return Engine_##ID##_gameIDList(); } \
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PLUGIN_EXPORT GameDescriptor PLUGIN_findGameID(const char *gameid) { return Engine_##ID##_findGameID(gameid); } \
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PLUGIN_EXPORT PluginError PLUGIN_createEngine(OSystem *syst, Engine **engine) { return Engine_##ID##_create(syst, engine); } \
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PLUGIN_EXPORT GameList PLUGIN_detectGames(const FSList &fslist) { return Engine_##ID##_detectGames(fslist); } \
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} \
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void dummyFuncToAllowTrailingSemicolon()
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#endif
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#ifndef DYNAMIC_MODULES
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/**
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* The PluginRegistrator class is used by the static version of REGISTER_PLUGIN
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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 StaticPlugin;
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public:
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typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
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typedef PluginError (*EngineFactory)(OSystem *syst, Engine **engine);
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typedef GameList (*DetectFunc)(const FSList &fslist);
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protected:
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const char *_name;
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const char *_copyright;
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GameIDQueryFunc _qf;
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EngineFactory _ef;
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DetectFunc _df;
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GameList _games;
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public:
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PluginRegistrator(const char *name, const char *copyright, GameList games, GameIDQueryFunc qf, EngineFactory ef, DetectFunc df)
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: _name(name), _copyright(copyright), _qf(qf), _ef(ef), _df(df), _games(games) {}
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};
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#endif
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/** List of plugins. */
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typedef Common::Array<Plugin *> PluginList;
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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 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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virtual PluginList getPlugins() = 0;
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};
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//class PluginManager;
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/**
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* Instances of this class manage all plugins, including loading them,
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* making wrapper objects of class Plugin available, and unloading them.
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*
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* @todo Add support for dynamic plugins (this may need additional API, e.g. for a plugin path)
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*/
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class PluginManager : public Common::Singleton<PluginManager> {
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typedef Common::List<PluginProvider *> ProviderList;
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private:
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PluginList _plugins;
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ProviderList _providers;
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bool tryLoadPlugin(Plugin *plugin);
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friend class Common::Singleton<SingletonBaseType>;
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PluginManager();
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public:
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~PluginManager();
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void addPluginProvider(PluginProvider *pp);
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void loadPlugins();
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void unloadPlugins();
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void unloadPluginsExcept(const Plugin *plugin);
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const PluginList &getPlugins() { return _plugins; }
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GameList detectGames(const FSList &fslist) const;
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};
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#endif
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