scummvm/base/plugins.h
Alyssa Milburn 31d1ae6530 Revert "BASE: Get rid of unecessary friend in PluginManagerUncached."
This reverts commit 1e0de79cf5.
The only available constructor for PluginManagerUncached is
protected, so this broke the builds using it.
2012-02-01 21:54:40 +01:00

365 lines
11 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.
*
*/
#ifndef BASE_PLUGINS_H
#define BASE_PLUGINS_H
#include "common/array.h"
#include "common/fs.h"
#include "common/str.h"
#include "backends/plugins/elf/version.h"
/**
* @page pagePlugins An overview of the ScummVM plugin system
* This is a brief overview of how plugins (dynamically loadable code modules)
* work in ScummVM. We will explain how to write plugins, how they work internally,
* and sketch how porters can add support for them in their ports.
*
* \section secPluginImpl Implementing a plugin
* TODO
*
* \section secPluginUse Using plugins
* TODO
*
* \section secPluginInternals How plugins work internally
* TODO
*
* \section secPluginBackend How to add support for dynamic plugins to a port
* TODO
*/
// Plugin versioning
/** Global Plugin API version */
#define PLUGIN_VERSION 1
enum PluginType {
PLUGIN_TYPE_ENGINE = 0,
PLUGIN_TYPE_MUSIC,
/* PLUGIN_TYPE_SCALER, */ // TODO: Add graphics scaler plugins
PLUGIN_TYPE_MAX
};
// TODO: Make the engine API version depend on ScummVM's version
// because of the backlinking (posibly from the checkout revision)
#define PLUGIN_TYPE_ENGINE_VERSION 1
#define PLUGIN_TYPE_MUSIC_VERSION 1
extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
// Plugin linking
#define STATIC_PLUGIN 1
#define DYNAMIC_PLUGIN 2
#define PLUGIN_ENABLED_STATIC(ID) \
(ENABLE_##ID && !PLUGIN_ENABLED_DYNAMIC(ID))
#define PLUGIN_ENABLED_DYNAMIC(ID) \
(ENABLE_##ID && (ENABLE_##ID == DYNAMIC_PLUGIN) && defined(DYNAMIC_MODULES))
// see comments in backends/plugins/elf/elf-provider.cpp
#if defined(USE_ELF_LOADER) && defined(ELF_LOADER_CXA_ATEXIT)
#define PLUGIN_DYNAMIC_DSO_HANDLE \
uint32 __dso_handle __attribute__((visibility("hidden"))) = 0;
#else
#define PLUGIN_DYNAMIC_DSO_HANDLE
#endif
#ifdef USE_ELF_LOADER
#define PLUGIN_DYNAMIC_BUILD_DATE \
PLUGIN_EXPORT const char *PLUGIN_getBuildDate() { return gScummVMPluginBuildDate; }
#else
#define PLUGIN_DYNAMIC_BUILD_DATE
#endif
/**
* REGISTER_PLUGIN_STATIC is a convenience macro which is used to declare
* the plugin interface for static plugins. Code (such as game engines)
* which needs to implement a static plugin can simply invoke this macro
* with a plugin ID, plugin type and PluginObject subclass, and the correct
* wrapper code will be inserted.
*
* @see REGISTER_PLUGIN_DYNAMIC
*/
#define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \
PluginType g_##ID##_type = TYPE; \
PluginObject *g_##ID##_getObject() { \
return new PLUGINCLASS(); \
} \
void dummyFuncToAllowTrailingSemicolon()
#ifdef DYNAMIC_MODULES
/**
* REGISTER_PLUGIN_DYNAMIC is a convenience macro which is used to declare
* the plugin interface for dynamically loadable plugins. Code (such as game engines)
* which needs to implement a dynamic plugin can simply invoke this macro
* with a plugin ID, plugin type and PluginObject subclass, and the correct
* wrapper code will be inserted.
*
* @see REGISTER_PLUGIN_STATIC
*/
#define REGISTER_PLUGIN_DYNAMIC(ID,TYPE,PLUGINCLASS) \
extern "C" { \
PLUGIN_DYNAMIC_DSO_HANDLE \
PLUGIN_DYNAMIC_BUILD_DATE \
PLUGIN_EXPORT int32 PLUGIN_getVersion() { return PLUGIN_VERSION; } \
PLUGIN_EXPORT int32 PLUGIN_getType() { return TYPE; } \
PLUGIN_EXPORT int32 PLUGIN_getTypeVersion() { return TYPE##_VERSION; } \
PLUGIN_EXPORT PluginObject *PLUGIN_getObject() { \
return new PLUGINCLASS(); \
} \
} \
void dummyFuncToAllowTrailingSemicolon()
#endif // DYNAMIC_MODULES
// Abstract plugins
/**
* Abstract base class for the plugin objects which handle plugins
* instantiation. Subclasses for this may be used for engine plugins and other
* types of plugins. An existing PluginObject refers to an executable file
* loaded in memory and ready to run. The plugin, on the other hand, is just
* a handle to the file/object, whether it's loaded in memory or not.
*/
class PluginObject {
public:
virtual ~PluginObject() {}
/** Returns the name of the plugin. */
virtual const char *getName() const = 0;
};
/**
* Abstract base class for the plugin system.
* Subclasses for this can be used to wrap both static and dynamic
* plugins. This class refers to a plugin which may or may not be loaded in
* memory.
*/
class Plugin {
protected:
PluginObject *_pluginObject;
PluginType _type;
public:
Plugin() : _pluginObject(0) {}
virtual ~Plugin() {
//if (isLoaded())
//unloadPlugin();
}
// virtual bool isLoaded() const = 0; // TODO
virtual bool loadPlugin() = 0; // TODO: Rename to load() ?
virtual void unloadPlugin() = 0; // TODO: Rename to unload() ?
/**
* The following functions query information from the plugin object once
* it's loaded into memory.
**/
PluginType getType() const;
const char *getName() const;
/**
* The getFileName() function gets the name of the plugin file for those
* plugins that have files (ie. not static). It doesn't require the plugin
* object to be loaded into memory, unlike getName()
**/
virtual const char *getFileName() const { return 0; }
};
/** List of Plugin instances. */
typedef Common::Array<Plugin *> PluginList;
/**
* Convenience template to make it easier defining normal Plugin
* subclasses. Namely, the PluginSubclass will manage PluginObjects
* of a type specified via the PO_t template parameter.
*/
template<class PO_t>
class PluginSubclass : public Plugin {
public:
PO_t *operator->() const {
return (PO_t *)_pluginObject;
}
typedef Common::Array<PluginSubclass *> List;
};
/**
* Abstract base class for Plugin factories. Subclasses of this
* are responsible for creating plugin objects, e.g. by loading
* loadable modules from storage media; by creating "fake" plugins
* from static code; or whatever other means.
*/
class PluginProvider {
public:
virtual ~PluginProvider() {}
/**
* Return a list of Plugin objects. The caller is responsible for actually
* loading/unloading them (by invoking the appropriate Plugin methods).
* Furthermore, the caller is responsible for deleting these objects
* eventually.
*
* @return a list of Plugin instances
*/
virtual PluginList getPlugins() = 0;
/**
* @return whether or not object is a FilePluginProvider.
*/
virtual bool isFilePluginProvider() { return false; }
};
#ifdef DYNAMIC_MODULES
/**
* Abstract base class for Plugin factories which load binary code from files.
* Subclasses only have to implement the createPlugin() method, and optionally
* can overload the other protected methods to achieve custom behavior.
*/
class FilePluginProvider : public PluginProvider {
public:
/**
* Return a list of Plugin objects loaded via createPlugin from disk.
* For this, a list of directories is searched for plugin objects:
* The current dir and its "plugins" subdirectory (if present), a list
* of custom search dirs (see addCustomDirectories) and finally the
* directory specified via the "pluginspath" config variable (if any).
*
* @return a list of Plugin instances
*/
virtual PluginList getPlugins();
/**
* @return whether or not object is a FilePluginProvider.
*/
bool isFilePluginProvider() { return true; }
protected:
/**
* Create a Plugin instance from a loadable code module with the specified name.
* Subclasses of FilePluginProvider have to at least overload this method.
* If the file is not found, or does not contain loadable code, 0 is returned instead.
*
* @param node the FSNode of the loadable code module
* @return a pointer to a Plugin instance, or 0 if an error occurred.
*/
virtual Plugin *createPlugin(const Common::FSNode &node) const = 0;
/**
* Check if the supplied file corresponds to a loadable plugin file in
* the current platform. Usually, this will just check the file name.
*
* @param node the FSNode of the file to check
* @return true if the filename corresponds to a plugin, false otherwise
*/
virtual bool isPluginFilename(const Common::FSNode &node) const;
/**
* Optionally add to the list of directories to be searched for
* plugins by getPlugins().
*
* @param dirs the reference to the list of directories to be used when
* searching for plugins.
*/
virtual void addCustomDirectories(Common::FSList &dirs) const;
};
#endif // DYNAMIC_MODULES
#define PluginMan PluginManager::instance()
/**
* Singleton class which manages all plugins, including loading them,
* managing all Plugin class instances, and unloading them.
*/
class PluginManager {
protected:
typedef Common::Array<PluginProvider *> ProviderList;
PluginList _pluginsInMem[PLUGIN_TYPE_MAX];
ProviderList _providers;
bool tryLoadPlugin(Plugin *plugin);
void addToPluginsInMemList(Plugin *plugin);
static PluginManager *_instance;
PluginManager();
public:
virtual ~PluginManager();
static void destroy() { delete _instance; _instance = 0; }
static PluginManager &instance();
void addPluginProvider(PluginProvider *pp);
// Functions used by the uncached PluginManager
virtual void init() {}
virtual void loadFirstPlugin() {}
virtual bool loadNextPlugin() { return false; }
virtual bool loadPluginFromGameId(const Common::String &gameId) { return false; }
virtual void updateConfigWithFileName(const Common::String &gameId) {}
// Functions used only by the cached PluginManager
virtual void loadAllPlugins();
void unloadAllPlugins();
void unloadPluginsExcept(PluginType type, const Plugin *plugin, bool deletePlugin = true);
const PluginList &getPlugins(PluginType t) { return _pluginsInMem[t]; }
};
/**
* Uncached version of plugin manager
* Keeps only one dynamic plugin in memory at a time
**/
class PluginManagerUncached : public PluginManager {
protected:
friend class PluginManager;
PluginList _allEnginePlugins;
PluginList::iterator _currentPlugin;
PluginManagerUncached() {}
bool loadPluginByFileName(const Common::String &filename);
public:
virtual void init();
virtual void loadFirstPlugin();
virtual bool loadNextPlugin();
virtual bool loadPluginFromGameId(const Common::String &gameId);
virtual void updateConfigWithFileName(const Common::String &gameId);
virtual void loadAllPlugins() {} // we don't allow this
};
#endif