/* 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/error.h" #include "common/list.h" #include "common/singleton.h" #include "base/game.h" // Plugin versioning // 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]; // Plugin linking #define STATIC_PLUGIN 1 #define DYNAMIC_PLUGIN 2 #define PLUGIN_ENABLED_STATIC(ID) \ (defined(ENABLE_##ID) && !PLUGIN_ENABLED_DYNAMIC(ID)) // HACK for MSVC #if defined(_MSC_VER) #undef PLUGIN_ENABLED_STATIC #define PLUGIN_ENABLED_STATIC(ID) 1 #endif #define PLUGIN_ENABLED_DYNAMIC(ID) \ (defined(ENABLE_##ID) && (ENABLE_##ID == DYNAMIC_PLUGIN) && defined(DYNAMIC_MODULES)) /** * 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. */ #define REGISTER_PLUGIN_STATIC(ID,TYPE,PLUGINCLASS) \ PluginType g_##ID##_type = TYPE; \ PluginObject *g_##ID##_getObject() { \ return new PLUGINCLASS(); \ } \ void dummyFuncToAllowTrailingSemicolon() #ifdef DYNAMIC_MODULES #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. */ 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. */ 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 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; }; class FilePluginProvider : public PluginProvider { public: virtual PluginList getPlugins(); protected: virtual Plugin* createPlugin(const Common::String &filename) const = 0; virtual const char* getPrefix() const; virtual const char* getSuffix() const; virtual void addCustomDirectories(Common::StringList &dirs) const; }; /** * 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[PLUGIN_TYPE_MAX]; ProviderList _providers; bool tryLoadPlugin(Plugin *plugin); friend class Common::Singleton; PluginManager(); public: ~PluginManager(); void addPluginProvider(PluginProvider *pp); void loadPlugins(); void unloadPlugins(); void unloadPluginsExcept(PluginType type, const Plugin *plugin); const PluginList &getPlugins(PluginType t) { return _plugins[t]; } }; // Engine plugins class Engine; class FSList; class OSystem; class EnginePlugin : public Plugin { public: 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; }; typedef Common::Array EnginePluginList; class EngineManager : public Common::Singleton { private: friend class Common::Singleton; public: GameDescriptor findGame(const Common::String &gameName, const EnginePlugin **plugin = NULL) const; GameList detectGames(const FSList &fslist) const; const EnginePluginList &getPlugins() const; }; /** Shortcut for accessing the engine manager. */ #define EngineMan EngineManager::instance() #endif