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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 The ScummVM project
*
* 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"
void GameDescriptor::updateDesc(const char *extra) {
// TODO: The format used here (LANG/PLATFORM/EXTRA) is not set in stone.
// We may want to change the order (PLATFORM/EXTRA/LANG, anybody?), or
// the seperator (instead of '/' use ', ' or ' ').
const bool hasCustomLanguage = (this->contains("language") && (this->language() != Common::UNK_LANG));
const bool hasCustomPlatform = (this->contains("platform") && (this->platform() != Common::kPlatformUnknown));
const bool hasExtraDesc = (extra && extra[0]);
// Adapt the description string if custom platform/language is set.
if (hasCustomLanguage || hasCustomPlatform || hasExtraDesc) {
Common::String descr = this->description();
descr += " (";
if (hasCustomLanguage)
descr += Common::getLanguageDescription(this->language());
if (hasCustomPlatform) {
if (hasCustomLanguage)
descr += "/";
descr += Common::getPlatformDescription(this->platform());
}
if (hasExtraDesc) {
if (hasCustomPlatform || hasCustomLanguage)
descr += "/";
descr += extra;
}
descr += ")";
this->operator []("description") = descr;
}
}
#pragma mark -
#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_SKY
LINK_PLUGIN(SKY)
#endif
#ifndef DISABLE_SWORD1
LINK_PLUGIN(SWORD1)
#endif
#ifndef DISABLE_SWORD2
LINK_PLUGIN(SWORD2)
#endif
#ifndef DISABLE_AGOS
LINK_PLUGIN(AGOS)
#endif
#ifndef DISABLE_QUEEN
LINK_PLUGIN(QUEEN)
#endif
#ifndef DISABLE_SAGA
LINK_PLUGIN(SAGA)
#endif
#ifndef DISABLE_KYRA
LINK_PLUGIN(KYRA)
#endif
#ifndef DISABLE_GOB
LINK_PLUGIN(GOB)
#endif
#ifndef DISABLE_LURE
LINK_PLUGIN(LURE)
#endif
#ifndef DISABLE_CINE
LINK_PLUGIN(CINE)
#endif
#ifndef DISABLE_AGI
LINK_PLUGIN(AGI)
#endif
#ifndef DISABLE_TOUCHE
LINK_PLUGIN(TOUCHE)
#endif
#ifndef DISABLE_PARALLACTION
LINK_PLUGIN(PARALLACTION)
#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;
}
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