/* 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/list.h" #include "common/singleton.h" #include "common/util.h" #include "base/game.h" /** * 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. */ class PluginObject { public: virtual ~PluginObject() {} /** Returns the name of the plugin. */ virtual const char *getName() const = 0; }; #include "engines/metaengine.h" // Global Plugin API version #define PLUGIN_VERSION 1 enum PluginType { PLUGIN_TYPE_ENGINE = 0, PLUGIN_TYPE_MAX }; // TODO: Make the engine API version depend on ScummVM's version // because of the backlinking #define PLUGIN_TYPE_ENGINE_VERSION 1 extern int pluginTypeVersions[PLUGIN_TYPE_MAX]; class Engine; class FSList; class OSystem; /** * Abstract base class for the plugin system. * Subclasses for this can be used to wrap both static and dynamic * plugins. */ 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; const char *getCopyright() const; PluginError createInstance(OSystem *syst, Engine **engine) const; GameList getSupportedGames() const; GameDescriptor findGame(const char *gameid) const; GameList detectGames(const FSList &fslist) const; SaveStateList listSaves(const char *target) const; }; /** * REGISTER_PLUGIN is a convenience macro meant to ease writing * the plugin interface for our modules. In particular, using it * makes it possible to compile the very same code in a module * both as a static and a dynamic plugin. * * @todo add some means to query the plugin API version etc. */ #ifndef DYNAMIC_MODULES #define REGISTER_PLUGIN(ID,TYPE,PLUGINCLASS) \ PluginType g_##ID##_type = TYPE; \ PluginObject *g_##ID##_getObject() { \ return new PLUGINCLASS(); \ } \ void dummyFuncToAllowTrailingSemicolon() #else #define REGISTER_PLUGIN(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 /** List of plugins. */ typedef Common::Array PluginList; class PluginProvider { public: virtual ~PluginProvider() {} /** * Return a list of Plugin objects. The caller is responsible for actually * loading/unloading them (by invoking the appropriate methods). * Furthermore, the caller is responsible for deleting these objects * eventually. */ virtual PluginList getPlugins() = 0; }; /** * Instances of this class manage all plugins, including loading them, * making wrapper objects of class Plugin available, and unloading them. */ class PluginManager : public Common::Singleton { typedef Common::List ProviderList; private: PluginList _plugins; ProviderList _providers; bool tryLoadPlugin(Plugin *plugin); friend class Common::Singleton; PluginManager(); public: ~PluginManager(); void addPluginProvider(PluginProvider *pp); void loadPlugins(); void unloadPlugins(); void unloadPluginsExcept(const Plugin *plugin); const PluginList &getPlugins() { return _plugins; } GameList detectGames(const FSList &fslist) const; }; #endif