/* 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. * * $URL$ * $Id$ * */ #ifndef BASE_PLUGINS_H #define BASE_PLUGINS_H #include "common/array.h" #include "common/error.h" #include "common/singleton.h" #include "common/util.h" namespace Common { class FSList; class FSNode; } /** * @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 SVN 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) && DYNAMIC_MODULES) /** * 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_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. * * FIXME: This class needs better documentation, esp. how it differs from class Plugin */ 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. * * FIXME: This class needs better documentation, esp. how it differs from class PluginObject */ 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() ? PluginType getType() const; const char *getName() const; }; /** List of Plugin instances. */ typedef Common::Array 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 PluginSubclass : public Plugin { public: PO_t *operator->() const { return (PO_t *)_pluginObject; } typedef Common::Array 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 /** * Singleton class which manages all plugins, including loading them, * managing all Plugin class instances, and unloading them. */ class PluginManager : public Common::Singleton { typedef Common::Array ProviderList; private: PluginList _plugins[PLUGIN_TYPE_MAX]; ProviderList _providers; PluginList _allPlugs; PluginList::iterator _currentPlugin; bool _skipStaticPlugs; int _nonEnginePlugs; bool tryLoadPlugin(Plugin *plugin); friend class Common::Singleton; PluginManager(); public: ~PluginManager(); void addPluginProvider(PluginProvider *pp); void loadFirstPlugin(); bool loadNextPlugin(); void loadPlugins(); void unloadPlugins(); void unloadPluginsExcept(PluginType type, const Plugin *plugin); const PluginList &getPlugins(PluginType t) { return _plugins[t]; } }; #endif