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