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author | Max Horn | 2005-02-06 17:27:56 +0000 |
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committer | Max Horn | 2005-02-06 17:27:56 +0000 |
commit | 04d0bfaae7435a307c5ef69e1af900f4a276275c (patch) | |
tree | a89d970d3f971a4b1a7282ecf3dfe8fbfb05139d /TODO | |
parent | 8525d73e9b16546a2ceee6c12005811089ba6da2 (diff) | |
download | scummvm-rg350-04d0bfaae7435a307c5ef69e1af900f4a276275c.tar.gz scummvm-rg350-04d0bfaae7435a307c5ef69e1af900f4a276275c.tar.bz2 scummvm-rg350-04d0bfaae7435a307c5ef69e1af900f4a276275c.zip |
Add some plugin specific TODOs
svn-id: r16740
Diffstat (limited to 'TODO')
-rw-r--r-- | TODO | 12 |
1 files changed, 12 insertions, 0 deletions
@@ -232,6 +232,18 @@ Plugins from the launcher. * This savegame API could return additional (optional) information for each savegame entry: name; creation date; thumbnail screenshot +* When building with the fake static plugins: instead of hardcoding the list + of plugins, plugins should automatically be "hooked in". This can be achieved + by modifying REGISTER_PLUGIN to insert special code into the plugins. +* Likewise, when building with real dynamic plugins: instead of hardcoding + plugin names and pathes, we should scan in specific locations for all + available plugins, etc.. For example, try to load all "plugins/lib*.so" + files. To this end consider special file names for the plugins +* On OSX: Support a plugin build in the bundle target: *.plugin files should + be put into ScummVM.app/Contents/PlugIns/; this also means that the loader + needs to search in the plugin dir of the active bundle. So use the + CF bundle API, inside a #ifdef MACOSX block. + ####################################################################### # Engines / frontends |