scummvm/base/plugins.h
Eugene Sandulenko cd8a5f3a98 First phase of detection-related plugins interface improvements. Now plugins
return StringMap instead of fixed list of parameters. This adds great
flexibility.

Current patch should not alter any functionality, i.e. if there are regressions,
submit a report. Phase 2 will benefit from these changes and will come later.

svn-id: r25134
2007-01-20 21:27:57 +00:00

203 lines
6.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 The ScummVM project
*
* 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/stdafx.h"
#include "common/array.h"
#include "common/list.h"
#include "common/singleton.h"
#include "common/util.h"
#include "base/game.h"
class Engine;
class FSList;
class OSystem;
/**
* Error codes which mayb be reported by plugins under various circumstances.
* @todo Turn this into a global 'ErrorCode' enum used by all of ScummVM ?
*/
enum PluginError {
kNoError = 0, // No error occured
kInvalidPathError,
kNoGameDataFoundError,
kUnsupportedGameidError,
kUnknownError // Catch-all error, used if no other error code matches
};
/**
* Abstract base class for the plugin system.
* Subclasses for this can be used to wrap both static and dynamic
* plugins.
*/
class Plugin {
public:
virtual ~Plugin() {}
virtual bool loadPlugin() = 0;
virtual void unloadPlugin() = 0;
virtual const char *getName() const = 0;
virtual const char *getCopyright() const = 0;
// virtual int getVersion() const { return 0; } // TODO!
virtual GameList getSupportedGames() const = 0;
virtual GameDescriptor findGame(const char *gameid) const = 0;
virtual GameList detectGames(const FSList &fslist) const = 0;
virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0;
};
/**
* 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.
*
* Each plugin has to define the following functions:
* - GameList Engine_##ID##_gameIDList()
* -> returns a list of gameid/desc pairs. Only used to implement '--list-games'.
* - GameDescriptor Engine_##ID##_findGameID(const char *gameid)
* -> asks the Engine for a GameDescriptor matching the gameid. If that is not
* possible, the engine MUST set the gameid of the returned value to 0.
* Note: This MUST succeed for every gameID on the list returned by
* gameIDList(), but MAY also work for additional gameids (e.g. to support
* obsolete targets).
* - DetectedGameList Engine_##ID##_detectGames(const FSList &fslist)
* -> scans through the given file list (usually the contents of a directory),
* and attempts to detects games present in that location.
* - PluginError Engine_##ID##_create(OSystem *syst, Engine **engine)
* -> factory function, create an instance of the Engine class.
*
* @todo add some means to query the plugin API version etc.
*/
#ifndef DYNAMIC_MODULES
#define REGISTER_PLUGIN(ID,name,copyright) \
PluginRegistrator *g_##ID##_PluginReg; \
void g_##ID##_PluginReg_alloc() { \
g_##ID##_PluginReg = new PluginRegistrator(name, copyright, \
Engine_##ID##_gameIDList(), \
Engine_##ID##_findGameID, \
Engine_##ID##_create, \
Engine_##ID##_detectGames \
);\
} \
void dummyFuncToAllowTrailingSemicolon()
#else
#define REGISTER_PLUGIN(ID,name,copyright) \
extern "C" { \
PLUGIN_EXPORT const char *PLUGIN_name() { return name; } \
PLUGIN_EXPORT const char *PLUGIN_copyright() { return copyright; } \
PLUGIN_EXPORT GameList PLUGIN_gameIDList() { return Engine_##ID##_gameIDList(); } \
PLUGIN_EXPORT GameDescriptor PLUGIN_findGameID(const char *gameid) { return Engine_##ID##_findGameID(gameid); } \
PLUGIN_EXPORT PluginError PLUGIN_createEngine(OSystem *syst, Engine **engine) { return Engine_##ID##_create(syst, engine); } \
PLUGIN_EXPORT GameList PLUGIN_detectGames(const FSList &fslist) { return Engine_##ID##_detectGames(fslist); } \
} \
void dummyFuncToAllowTrailingSemicolon()
#endif
#ifndef DYNAMIC_MODULES
/**
* The PluginRegistrator class is used by the static version of REGISTER_PLUGIN
* to allow static 'plugins' to register with the PluginManager.
*/
class PluginRegistrator {
friend class StaticPlugin;
public:
typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
typedef PluginError (*EngineFactory)(OSystem *syst, Engine **engine);
typedef GameList (*DetectFunc)(const FSList &fslist);
protected:
const char *_name;
const char *_copyright;
GameIDQueryFunc _qf;
EngineFactory _ef;
DetectFunc _df;
GameList _games;
public:
PluginRegistrator(const char *name, const char *copyright, GameList games, GameIDQueryFunc qf, EngineFactory ef, DetectFunc df)
: _name(name), _copyright(copyright), _qf(qf), _ef(ef), _df(df), _games(games) {}
};
#endif
/** 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 PluginManager;
/**
* Instances of this class manage all plugins, including loading them,
* making wrapper objects of class Plugin available, and unloading them.
*
* @todo Add support for dynamic plugins (this may need additional API, e.g. for a plugin path)
*/
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; }
GameList detectGames(const FSList &fslist) const;
};
#endif