mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
baaedb1651
svn-id: r25137
232 lines
5.5 KiB
C++
232 lines
5.5 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2006 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., 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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#include "base/plugins.h"
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#include "common/util.h"
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#ifndef DYNAMIC_MODULES
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class StaticPlugin : public Plugin {
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PluginRegistrator *_plugin;
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public:
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StaticPlugin(PluginRegistrator *plugin)
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: _plugin(plugin) {
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assert(_plugin);
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}
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~StaticPlugin() {
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delete _plugin;
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}
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virtual bool loadPlugin() { return true; }
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virtual void unloadPlugin() {}
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const char *getName() const { return _plugin->_name; }
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const char *getCopyright() const { return _plugin->_copyright; }
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PluginError createInstance(OSystem *syst, Engine **engine) const {
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assert(_plugin->_ef);
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return (*_plugin->_ef)(syst, engine);
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}
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GameList getSupportedGames() const { return _plugin->_games; }
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GameDescriptor findGame(const char *gameid) const {
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assert(_plugin->_qf);
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return (*_plugin->_qf)(gameid);
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}
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GameList detectGames(const FSList &fslist) const {
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assert(_plugin->_df);
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return (*_plugin->_df)(fslist);
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}
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};
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class StaticPluginProvider : public PluginProvider {
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public:
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StaticPluginProvider() {
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}
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~StaticPluginProvider() {
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}
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virtual PluginList getPlugins() {
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PluginList pl;
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#define LINK_PLUGIN(ID) \
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extern PluginRegistrator *g_##ID##_PluginReg; \
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extern void g_##ID##_PluginReg_alloc(); \
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g_##ID##_PluginReg_alloc(); \
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plugin = g_##ID##_PluginReg; \
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pl.push_back(new StaticPlugin(plugin));
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// "Loader" for the static plugins.
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// Iterate over all registered (static) plugins and load them.
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PluginRegistrator *plugin;
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#ifndef DISABLE_SCUMM
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LINK_PLUGIN(SCUMM)
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#endif
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#ifndef DISABLE_SKY
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LINK_PLUGIN(SKY)
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#endif
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#ifndef DISABLE_SWORD1
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LINK_PLUGIN(SWORD1)
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#endif
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#ifndef DISABLE_SWORD2
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LINK_PLUGIN(SWORD2)
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#endif
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#ifndef DISABLE_AGOS
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LINK_PLUGIN(AGOS)
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#endif
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#ifndef DISABLE_QUEEN
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LINK_PLUGIN(QUEEN)
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#endif
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#ifndef DISABLE_SAGA
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LINK_PLUGIN(SAGA)
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#endif
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#ifndef DISABLE_KYRA
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LINK_PLUGIN(KYRA)
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#endif
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#ifndef DISABLE_GOB
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LINK_PLUGIN(GOB)
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#endif
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#ifndef DISABLE_LURE
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LINK_PLUGIN(LURE)
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#endif
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#ifndef DISABLE_CINE
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LINK_PLUGIN(CINE)
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#endif
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#ifndef DISABLE_AGI
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LINK_PLUGIN(AGI)
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#endif
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#ifndef DISABLE_TOUCHE
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LINK_PLUGIN(TOUCHE)
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#endif
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#ifndef DISABLE_PARALLACTION
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LINK_PLUGIN(PARALLACTION)
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#endif
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return pl;
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}
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};
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#endif
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#pragma mark -
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DECLARE_SINGLETON(PluginManager);
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PluginManager::PluginManager() {
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#ifndef DYNAMIC_MODULES
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// Add the static plugin provider if we do not build with dynamic
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// plugins.
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addPluginProvider(new StaticPluginProvider());
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#endif
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}
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PluginManager::~PluginManager() {
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// Explicitly unload all loaded plugins
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unloadPlugins();
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// Delete the plugin providers
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for (ProviderList::iterator pp = _providers.begin();
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pp != _providers.end();
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++pp) {
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delete *pp;
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}
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}
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void PluginManager::addPluginProvider(PluginProvider *pp) {
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_providers.push_back(pp);
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}
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void PluginManager::loadPlugins() {
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for (ProviderList::iterator pp = _providers.begin();
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pp != _providers.end();
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++pp) {
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PluginList pl((**pp).getPlugins());
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for (PluginList::iterator plugin = pl.begin(); plugin != pl.end(); ++plugin) {
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tryLoadPlugin(*plugin);
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}
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}
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}
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void PluginManager::unloadPlugins() {
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unloadPluginsExcept(NULL);
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}
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void PluginManager::unloadPluginsExcept(const Plugin *plugin) {
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Plugin *found = NULL;
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for (PluginList::iterator p = _plugins.begin(); p != _plugins.end(); ++p) {
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if (*p == plugin) {
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found = *p;
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} else {
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(**p).unloadPlugin();
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delete *p;
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}
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}
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_plugins.clear();
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if (found != NULL) {
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_plugins.push_back(found);
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}
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}
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bool PluginManager::tryLoadPlugin(Plugin *plugin) {
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assert(plugin);
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// Try to load the plugin
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if (plugin->loadPlugin()) {
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// If successful, add it to the list of known plugins and return.
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_plugins.push_back(plugin);
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// TODO/FIXME: We should perform some additional checks here:
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// * Check for some kind of "API version" (possibly derived from the
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// SVN tree revision?)
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// * If two plugins provide the same engine, we should only load one.
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// To detect this situation, we could just compare the plugin name.
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// To handle it, simply prefer modules loaded earlier to those coming.
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// Or vice versa... to be determined... :-)
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return true;
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} else {
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// Failed to load the plugin
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delete plugin;
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return false;
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}
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}
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GameList PluginManager::detectGames(const FSList &fslist) const {
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GameList candidates;
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// Iterate over all known games and for each check if it might be
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// the game in the presented directory.
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PluginList::const_iterator iter;
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for (iter = _plugins.begin(); iter != _plugins.end(); ++iter) {
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candidates.push_back((*iter)->detectGames(fslist));
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}
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return candidates;
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}
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