mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 03:37:53 +00:00
e3852c92a7
svn-id: r30827
257 lines
6.1 KiB
C++
257 lines
6.1 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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#include "base/plugins.h"
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#include "common/util.h"
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int pluginTypeVersions[PLUGIN_TYPE_MAX] = {
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PLUGIN_TYPE_ENGINE_VERSION,
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};
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PluginType Plugin::getType() const {
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return _type;
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}
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const char *Plugin::getName() const {
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return _pluginObject->getName();
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}
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const char *Plugin::getCopyright() const {
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return ((MetaEngine*)_pluginObject)->getCopyright();
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}
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PluginError Plugin::createInstance(OSystem *syst, Engine **engine) const {
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return ((MetaEngine*)_pluginObject)->createInstance(syst, engine);
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}
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GameList Plugin::getSupportedGames() const {
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return ((MetaEngine*)_pluginObject)->getSupportedGames();
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}
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GameDescriptor Plugin::findGame(const char *gameid) const {
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return ((MetaEngine*)_pluginObject)->findGame(gameid);
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}
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GameList Plugin::detectGames(const FSList &fslist) const {
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return ((MetaEngine*)_pluginObject)->detectGames(fslist);
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}
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SaveStateList Plugin::listSaves(const char *target) const {
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return ((MetaEngine*)_pluginObject)->listSaves(target);
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}
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#ifndef DYNAMIC_MODULES
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class StaticPlugin : public Plugin {
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public:
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StaticPlugin(PluginObject *pluginobject, PluginType type) {
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assert(pluginobject);
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assert(type < PLUGIN_TYPE_MAX);
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_pluginObject = pluginobject;
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_type = type;
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}
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~StaticPlugin() {
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delete _pluginObject;
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}
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virtual bool loadPlugin() { return true; }
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virtual void unloadPlugin() {}
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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 PluginType g_##ID##_type; \
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extern PluginObject *g_##ID##_getObject(); \
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pl.push_back(new StaticPlugin(g_##ID##_getObject(), g_##ID##_type));
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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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#ifndef DISABLE_SCUMM
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LINK_PLUGIN(SCUMM)
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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_AGOS
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LINK_PLUGIN(AGOS)
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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_CRUISE
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LINK_PLUGIN(CRUISE)
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#endif
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#ifndef DISABLE_DRASCULA
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LINK_PLUGIN(DRASCULA)
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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_IGOR
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LINK_PLUGIN(IGOR)
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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_LURE
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LINK_PLUGIN(LURE)
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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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#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_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_TOUCHE
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LINK_PLUGIN(TOUCHE)
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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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