mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 03:37:53 +00:00
e3852c92a7
svn-id: r30827
180 lines
4.7 KiB
C++
180 lines
4.7 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/array.h"
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#include "common/error.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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/**
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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
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* and other types of plugins.
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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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#include "engines/metaengine.h"
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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_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
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#define PLUGIN_TYPE_ENGINE_VERSION 1
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extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
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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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* 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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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) {}
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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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PluginType getType() const;
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const char *getName() const;
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const char *getCopyright() const;
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PluginError createInstance(OSystem *syst, Engine **engine) const;
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GameList getSupportedGames() const;
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GameDescriptor findGame(const char *gameid) const;
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GameList detectGames(const FSList &fslist) const;
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SaveStateList listSaves(const char *target) const;
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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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* @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,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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#else
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#define REGISTER_PLUGIN(ID,TYPE,PLUGINCLASS) \
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extern "C" { \
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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
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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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/**
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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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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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