scummvm/base/plugins.cpp
Jordi Vilalta Prat e3852c92a7 Remove undesired spaces and an old TODO
svn-id: r30827
2008-02-08 01:45:46 +00:00

257 lines
6.1 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.
*
* $URL$
* $Id$
*
*/
#include "base/plugins.h"
#include "common/util.h"
int pluginTypeVersions[PLUGIN_TYPE_MAX] = {
PLUGIN_TYPE_ENGINE_VERSION,
};
PluginType Plugin::getType() const {
return _type;
}
const char *Plugin::getName() const {
return _pluginObject->getName();
}
const char *Plugin::getCopyright() const {
return ((MetaEngine*)_pluginObject)->getCopyright();
}
PluginError Plugin::createInstance(OSystem *syst, Engine **engine) const {
return ((MetaEngine*)_pluginObject)->createInstance(syst, engine);
}
GameList Plugin::getSupportedGames() const {
return ((MetaEngine*)_pluginObject)->getSupportedGames();
}
GameDescriptor Plugin::findGame(const char *gameid) const {
return ((MetaEngine*)_pluginObject)->findGame(gameid);
}
GameList Plugin::detectGames(const FSList &fslist) const {
return ((MetaEngine*)_pluginObject)->detectGames(fslist);
}
SaveStateList Plugin::listSaves(const char *target) const {
return ((MetaEngine*)_pluginObject)->listSaves(target);
}
#ifndef DYNAMIC_MODULES
class StaticPlugin : public Plugin {
public:
StaticPlugin(PluginObject *pluginobject, PluginType type) {
assert(pluginobject);
assert(type < PLUGIN_TYPE_MAX);
_pluginObject = pluginobject;
_type = type;
}
~StaticPlugin() {
delete _pluginObject;
}
virtual bool loadPlugin() { return true; }
virtual void unloadPlugin() {}
};
class StaticPluginProvider : public PluginProvider {
public:
StaticPluginProvider() {
}
~StaticPluginProvider() {
}
virtual PluginList getPlugins() {
PluginList pl;
#define LINK_PLUGIN(ID) \
extern PluginType g_##ID##_type; \
extern PluginObject *g_##ID##_getObject(); \
pl.push_back(new StaticPlugin(g_##ID##_getObject(), g_##ID##_type));
// "Loader" for the static plugins.
// Iterate over all registered (static) plugins and load them.
#ifndef DISABLE_SCUMM
LINK_PLUGIN(SCUMM)
#endif
#ifndef DISABLE_AGI
LINK_PLUGIN(AGI)
#endif
#ifndef DISABLE_AGOS
LINK_PLUGIN(AGOS)
#endif
#ifndef DISABLE_CINE
LINK_PLUGIN(CINE)
#endif
#ifndef DISABLE_CRUISE
LINK_PLUGIN(CRUISE)
#endif
#ifndef DISABLE_DRASCULA
LINK_PLUGIN(DRASCULA)
#endif
#ifndef DISABLE_GOB
LINK_PLUGIN(GOB)
#endif
#ifndef DISABLE_IGOR
LINK_PLUGIN(IGOR)
#endif
#ifndef DISABLE_KYRA
LINK_PLUGIN(KYRA)
#endif
#ifndef DISABLE_LURE
LINK_PLUGIN(LURE)
#endif
#ifndef DISABLE_PARALLACTION
LINK_PLUGIN(PARALLACTION)
#endif
#ifndef DISABLE_QUEEN
LINK_PLUGIN(QUEEN)
#endif
#ifndef DISABLE_SAGA
LINK_PLUGIN(SAGA)
#endif
#ifndef DISABLE_SKY
LINK_PLUGIN(SKY)
#endif
#ifndef DISABLE_SWORD1
LINK_PLUGIN(SWORD1)
#endif
#ifndef DISABLE_SWORD2
LINK_PLUGIN(SWORD2)
#endif
#ifndef DISABLE_TOUCHE
LINK_PLUGIN(TOUCHE)
#endif
return pl;
}
};
#endif
#pragma mark -
DECLARE_SINGLETON(PluginManager);
PluginManager::PluginManager() {
#ifndef DYNAMIC_MODULES
// Add the static plugin provider if we do not build with dynamic
// plugins.
addPluginProvider(new StaticPluginProvider());
#endif
}
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadPlugins();
// Delete the plugin providers
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
delete *pp;
}
}
void PluginManager::addPluginProvider(PluginProvider *pp) {
_providers.push_back(pp);
}
void PluginManager::loadPlugins() {
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
PluginList pl((**pp).getPlugins());
for (PluginList::iterator plugin = pl.begin(); plugin != pl.end(); ++plugin) {
tryLoadPlugin(*plugin);
}
}
}
void PluginManager::unloadPlugins() {
unloadPluginsExcept(NULL);
}
void PluginManager::unloadPluginsExcept(const Plugin *plugin) {
Plugin *found = NULL;
for (PluginList::iterator p = _plugins.begin(); p != _plugins.end(); ++p) {
if (*p == plugin) {
found = *p;
} else {
(**p).unloadPlugin();
delete *p;
}
}
_plugins.clear();
if (found != NULL) {
_plugins.push_back(found);
}
}
bool PluginManager::tryLoadPlugin(Plugin *plugin) {
assert(plugin);
// Try to load the plugin
if (plugin->loadPlugin()) {
// If successful, add it to the list of known plugins and return.
_plugins.push_back(plugin);
// TODO/FIXME: We should perform some additional checks here:
// * Check for some kind of "API version" (possibly derived from the
// SVN tree revision?)
// * If two plugins provide the same engine, we should only load one.
// To detect this situation, we could just compare the plugin name.
// To handle it, simply prefer modules loaded earlier to those coming.
// Or vice versa... to be determined... :-)
return true;
} else {
// Failed to load the plugin
delete plugin;
return false;
}
}
GameList PluginManager::detectGames(const FSList &fslist) const {
GameList candidates;
// Iterate over all known games and for each check if it might be
// the game in the presented directory.
PluginList::const_iterator iter;
for (iter = _plugins.begin(); iter != _plugins.end(); ++iter) {
candidates.push_back((*iter)->detectGames(fslist));
}
return candidates;
}