mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 12:46:56 +00:00
8525d73e9b
svn-id: r16739
316 lines
7.6 KiB
C++
316 lines
7.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2005 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "backends/fs/fs.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "base/engine.h"
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#include "common/util.h"
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/** Type of factory functions which make new Engine objects. */
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typedef Engine *(*EngineFactory)(GameDetector *detector, OSystem *syst);
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typedef const char *(*NameFunc)();
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typedef GameList (*TargetListFunc)();
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typedef DetectedGameList (*DetectFunc)(const FSList &fslist);
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#ifdef DYNAMIC_MODULES
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#ifdef UNIX
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#include <dlfcn.h>
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#define DYNAMIC_PLUGIN_PATH(name) (name "/" PLUGIN_PREFIX name PLUGIN_SUFFIX)
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#else
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#ifdef __DC__
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#include "dcloader.h"
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#define DYNAMIC_PLUGIN_PATH(name) (name ".plg")
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#else
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#error No support for loading plugins on non-unix systems at this point!
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#endif
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#endif
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#endif
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#pragma mark -
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GameSettings Plugin::findGame(const char *gameName) const {
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// Find the GameSettings for this game
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assert(gameName);
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GameList games = getSupportedGames();
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GameSettings result = {NULL, NULL, 0};
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for (GameList::iterator g = games.begin(); g != games.end(); ++g) {
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if (!scumm_stricmp(g->name, gameName)) {
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result = *g;
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break;
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}
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}
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return result;
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}
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#pragma mark -
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class StaticPlugin : public Plugin {
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const char *_name;
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EngineFactory _ef;
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DetectFunc _df;
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GameList _games;
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public:
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StaticPlugin(const char *name, GameList games, EngineFactory ef, DetectFunc df)
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: _name(name), _ef(ef), _df(df), _games(games) {
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}
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const char *getName() const { return _name; }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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return (*_ef)(detector, syst);
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}
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GameList getSupportedGames() const { return _games; }
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DetectedGameList detectGames(const FSList &fslist) const {
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return (*_df)(fslist);
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}
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};
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#pragma mark -
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#ifdef DYNAMIC_MODULES
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class DynamicPlugin : public Plugin {
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void *_dlHandle;
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Common::String _filename;
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Common::String _name;
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EngineFactory _ef;
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DetectFunc _df;
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GameList _games;
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void *findSymbol(const char *symbol);
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public:
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DynamicPlugin(const char *filename)
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: _dlHandle(0), _filename(filename), _ef(0), _df(0), _games() {}
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const char *getName() const { return _name.c_str(); }
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Engine *createInstance(GameDetector *detector, OSystem *syst) const {
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assert(_ef);
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return (*_ef)(detector, syst);
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}
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GameList getSupportedGames() const { return _games; }
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DetectedGameList detectGames(const FSList &fslist) const {
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assert(_df);
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return (*_df)(fslist);
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}
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bool loadPlugin();
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void unloadPlugin();
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};
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void *DynamicPlugin::findSymbol(const char *symbol) {
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#if defined(UNIX)||defined(__DC__)
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void *func = dlsym(_dlHandle, symbol);
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if (!func)
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warning("Failed loading symbol '%s' from plugin '%s' (%s)", symbol, _filename.c_str(), dlerror());
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return func;
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#else
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#error TODO
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#endif
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}
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bool DynamicPlugin::loadPlugin() {
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assert(!_dlHandle);
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_dlHandle = dlopen(_filename.c_str(), RTLD_LAZY);
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if (!_dlHandle) {
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warning("Failed loading plugin '%s' (%s)", _filename.c_str(), dlerror());
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return false;
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}
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// Query the plugin's name
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NameFunc nameFunc = (NameFunc)findSymbol("PLUGIN_name");
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if (!nameFunc) {
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unloadPlugin();
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return false;
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}
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_name = nameFunc();
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// Query the plugin for the targets it supports
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TargetListFunc gameListFunc = (TargetListFunc)findSymbol("PLUGIN_getSupportedGames");
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if (!gameListFunc) {
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unloadPlugin();
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return false;
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}
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_games = gameListFunc();
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// Retrieve the factory function
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_ef = (EngineFactory)findSymbol("PLUGIN_createEngine");
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if (!_ef) {
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unloadPlugin();
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return false;
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}
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// Retrieve the detector function
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_df = (DetectFunc)findSymbol("PLUGIN_detectGames");
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if (!_df) {
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unloadPlugin();
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return false;
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}
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#ifdef __DC__
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dlforgetsyms(_dlHandle);
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#endif
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return true;
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}
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void DynamicPlugin::unloadPlugin() {
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if (_dlHandle) {
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if (dlclose(_dlHandle) != 0)
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warning("Failed unloading plugin '%s' (%s)", _filename.c_str(), dlerror());
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}
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}
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#endif // DYNAMIC_MODULES
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#pragma mark -
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DECLARE_SINGLETON(PluginManager);
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PluginManager::PluginManager() {
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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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}
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void PluginManager::loadPlugins() {
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#ifdef DYNAMIC_MODULES
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// Load dynamic plugins
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// TODO... this is right now just a nasty hack.
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// This should search one or multiple directories for all plugins it can
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// find (to this end, we maybe should use a special prefix/suffix; e.g.
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// instead of libscumm.so, use scumm.engine or scumm.plugin etc.).
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//
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// The list of directories to search could be e.g.:
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// User specified (via config file), ".", "./plugins", "$(prefix)/lib".
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//
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// We also need to add code which ensures what we are looking at is
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// a) a ScummVM engine and b) matches the version of the executable.
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// Hence one more symbol should be exported by plugins which returns
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// the "ABI" version the plugin was built for, and we can compare that
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// to the ABI version of the executable.
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#define LOAD_MODULE(name, NAME) \
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tryLoadPlugin(new DynamicPlugin(DYNAMIC_PLUGIN_PATH(name)));
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#else
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// "Loader" for the static plugins
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#define LOAD_MODULE(name, NAME) \
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tryLoadPlugin(new StaticPlugin(name, Engine_##NAME##_gameList(), Engine_##NAME##_create, Engine_##NAME##_detectGames));
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#endif
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// Load all plugins.
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// Right now the list is hardcoded. On the long run, of course it should
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// automatically be determined.
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#ifndef DISABLE_SCUMM
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LOAD_MODULE("scumm", SCUMM);
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#endif
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#ifndef DISABLE_SIMON
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LOAD_MODULE("simon", SIMON);
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#endif
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#ifndef DISABLE_SKY
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LOAD_MODULE("sky", SKY);
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#endif
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#ifndef DISABLE_SWORD1
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LOAD_MODULE("sword1", SWORD1);
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#endif
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#ifndef DISABLE_SWORD2
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LOAD_MODULE("sword2", SWORD2);
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#endif
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#ifndef DISABLE_QUEEN
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LOAD_MODULE("queen", QUEEN);
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#endif
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#ifndef DISABLE_KYRA
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LOAD_MODULE("kyra", KYRA);
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#endif
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#ifndef DISABLE_SAGA
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LOAD_MODULE("saga", SAGA);
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#endif
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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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uint i;
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for (i = 0; i < _plugins.size(); i++) {
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if (_plugins[i] == plugin) {
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found = _plugins[i];
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} else {
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_plugins[i]->unloadPlugin();
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delete _plugins[i];
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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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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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DetectedGameList PluginManager::detectGames(const FSList &fslist) const {
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DetectedGameList 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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