scummvm/base/plugins.h
Jordi Vilalta Prat 2c9968fe80 - Added an engine plugin manager and moved engine specific functionality into it
- base/plugins.* reorganization

svn-id: r32045
2008-05-12 00:26:29 +00:00

230 lines
5.9 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.
*
* $URL$
* $Id$
*
*/
#ifndef BASE_PLUGINS_H
#define BASE_PLUGINS_H
#include "common/error.h"
#include "common/list.h"
#include "common/singleton.h"
#include "base/game.h"
// Plugin versioning
// Global Plugin API version
#define PLUGIN_VERSION 1
enum PluginType {
PLUGIN_TYPE_ENGINE = 0,
PLUGIN_TYPE_MAX
};
// TODO: Make the engine API version depend on ScummVM's version
// because of the backlinking
#define PLUGIN_TYPE_ENGINE_VERSION 1
extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
// Plugin linking
#define STATIC_PLUGIN 1
#define DYNAMIC_PLUGIN 2
#define PLUGIN_ENABLED_STATIC(ID) \
(defined(ENABLE_##ID) && !PLUGIN_ENABLED_DYNAMIC(ID))
// HACK for MSVC
#if defined(_MSC_VER)
#undef PLUGIN_ENABLED_STATIC
#define PLUGIN_ENABLED_STATIC(ID) 1
#endif
#define PLUGIN_ENABLED_DYNAMIC(ID) \
(defined(ENABLE_##ID) && (ENABLE_##ID == DYNAMIC_PLUGIN) && defined(DYNAMIC_MODULES))
/**
* 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.
*/
#define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \
PluginType g_##ID##_type = TYPE; \
PluginObject *g_##ID##_getObject() { \
return new PLUGINCLASS(); \
} \
void dummyFuncToAllowTrailingSemicolon()
#ifdef DYNAMIC_MODULES
#define REGISTER_PLUGIN_DYNAMIC(ID,TYPE,PLUGINCLASS) \
extern "C" { \
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.
*/
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.
*/
class Plugin {
protected:
PluginObject *_pluginObject;
PluginType _type;
public:
Plugin() : _pluginObject(0) {}
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() ?
PluginType getType() const;
const char *getName() const;
};
/** List of plugins. */
typedef Common::Array<Plugin *> PluginList;
class PluginProvider {
public:
virtual ~PluginProvider() {}
/**
* Return a list of Plugin objects. The caller is responsible for actually
* loading/unloading them (by invoking the appropriate methods).
* Furthermore, the caller is responsible for deleting these objects
* eventually.
*/
virtual PluginList getPlugins() = 0;
};
class FilePluginProvider : public PluginProvider {
public:
virtual PluginList getPlugins();
protected:
virtual Plugin* createPlugin(const Common::String &filename) const = 0;
virtual const char* getPrefix() const;
virtual const char* getSuffix() const;
virtual void addCustomDirectories(Common::StringList &dirs) const;
};
/**
* Instances of this class manage all plugins, including loading them,
* making wrapper objects of class Plugin available, and unloading them.
*/
class PluginManager : public Common::Singleton<PluginManager> {
typedef Common::List<PluginProvider *> ProviderList;
private:
PluginList _plugins;
ProviderList _providers;
bool tryLoadPlugin(Plugin *plugin);
friend class Common::Singleton<SingletonBaseType>;
PluginManager();
public:
~PluginManager();
void addPluginProvider(PluginProvider *pp);
void loadPlugins();
void unloadPlugins();
void unloadPluginsExcept(const Plugin *plugin);
const PluginList &getPlugins() { return _plugins; }
};
// Engine plugins
class Engine;
class FSList;
class OSystem;
class EnginePlugin : public Plugin {
public:
const char *getCopyright() const;
PluginError createInstance(OSystem *syst, Engine **engine) const;
GameList getSupportedGames() const;
GameDescriptor findGame(const char *gameid) const;
GameList detectGames(const FSList &fslist) const;
SaveStateList listSaves(const char *target) const;
};
typedef Common::Array<EnginePlugin *> EnginePluginList;
class EngineManager : public Common::Singleton<EngineManager> {
private:
friend class Common::Singleton<SingletonBaseType>;
public:
GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const;
GameList detectGames(const FSList &fslist) const;
const EnginePluginList &getPlugins() const;
};
/** Shortcut for accessing the engine manager. */
#define EngineMan EngineManager::instance()
#endif