mirror of
https://github.com/libretro/scummvm.git
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5d88c39549
svn-id: r16454
182 lines
4.9 KiB
C++
182 lines
4.9 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef COMMON_PLUGINS_H
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#define COMMON_PLUGINS_H
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#include "common/array.h"
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#include "common/singleton.h"
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#include "common/util.h"
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class Engine;
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class FSList;
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class GameDetector;
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class OSystem;
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struct GameSettings;
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/** List of games. */
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typedef Common::Array<GameSettings> GameList;
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/**
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* A detected game. Carries the GameSettings, but also (optionally)
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* information about the language and platform of the detected game.
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*/
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struct DetectedGame : GameSettings {
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Common::Language language;
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Common::Platform platform;
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DetectedGame() : language(Common::UNK_LANG), platform(Common::kPlatformUnknown) {}
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DetectedGame(const GameSettings &game,
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Common::Language l = Common::UNK_LANG,
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Common::Platform p = Common::kPlatformUnknown)
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: GameSettings(game), language(l), platform(p) {}
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};
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/** List of detected games. */
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typedef Common::Array<DetectedGame> DetectedGameList;
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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() { return true; }
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virtual void unloadPlugin() {}
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virtual const char *getName() 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 GameSettings findGame(const char *gameName) const;
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virtual DetectedGameList detectGames(const FSList &fslist) const = 0;
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virtual Engine *createInstance(GameDetector *detector, OSystem *syst) const = 0;
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};
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/**
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* The 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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* @todo add some means to query the plugin API version etc.
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* @todo on Windows, we might need __declspec(dllexport) ?
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*/
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#ifndef DYNAMIC_MODULES
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#define REGISTER_PLUGIN(name,gameListFactory,engineFactory,detectGames)
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#else
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#define REGISTER_PLUGIN(name,gameListFactory,engineFactory,detectGames) \
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extern "C" { \
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const char *PLUGIN_name() { return name; } \
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GameList PLUGIN_getSupportedGames() { return gameListFactory(); } \
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Engine *PLUGIN_createEngine(GameDetector *detector, OSystem *syst) { return engineFactory(detector, syst); } \
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DetectedGameList PLUGIN_detectGames(const FSList &fslist) { return detectGames(fslist); } \
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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 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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private:
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PluginList _plugins;
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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 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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DetectedGameList detectGames(const FSList &fslist) const;
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};
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#ifndef DYNAMIC_MODULES
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#define DECLARE_PLUGIN(name) \
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extern GameList Engine_##name##_gameList(); \
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extern Engine *Engine_##name##_create(GameDetector *detector, OSystem *syst); \
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extern DetectedGameList Engine_##name##_detectGames(const FSList &fslist);
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// Factory functions => no need to include the specific classes
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// in this header. This serves two purposes:
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// 1) Clean separation from the game modules (scumm, simon) and the generic code
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// 2) Faster (compiler doesn't have to parse lengthy header files)
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#ifndef DISABLE_SCUMM
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DECLARE_PLUGIN(SCUMM)
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#endif
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#ifndef DISABLE_SIMON
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DECLARE_PLUGIN(SIMON)
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#endif
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#ifndef DISABLE_SKY
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DECLARE_PLUGIN(SKY)
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#endif
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#ifndef DISABLE_SWORD1
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DECLARE_PLUGIN(SWORD1)
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#endif
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#ifndef DISABLE_SWORD2
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DECLARE_PLUGIN(SWORD2)
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#endif
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#ifndef DISABLE_QUEEN
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DECLARE_PLUGIN(QUEEN)
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#endif
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#ifndef DISABLE_KYRA
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DECLARE_PLUGIN(KYRA)
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#endif
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#ifndef DISABLE_SAGA
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DECLARE_PLUGIN(SAGA)
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#endif
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#endif
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#endif
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