1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef COMMON_PLUGINS_H
#define COMMON_PLUGINS_H
#include "common/list.h"
class Engine;
class GameDetector;
class OSystem;
struct TargetSettings;
/**
* Abstract base class for the plugin system.
* Subclasses for this can be used to wrap both static and dynamic
* plugins.
*/
class Plugin {
public:
virtual ~Plugin() {}
virtual bool loadPlugin() { return true; }
virtual void unloadPlugin() {}
virtual const char *getName() const = 0;
virtual int getVersion() const { return 0; } // TODO!
virtual int countTargets() const;
virtual const TargetSettings *getTargets() const = 0;
virtual const TargetSettings *findTarget(const char *targetName) const;
virtual Engine *createInstance(GameDetector *detector, OSystem *syst) const = 0;
};
/**
* The 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.
* @todo on Windows, we might need __declspec(dllexport) ?
*/
#ifndef DYNAMIC_MODULES
#define REGISTER_PLUGIN(name,targetListFactory,engineFactory)
#else
#define REGISTER_PLUGIN(name,targetListFactory,engineFactory) \
extern "C" { \
const char *PLUGIN_name() { return name; } \
const TargetSettings *PLUGIN_getTargetList() { return targetListFactory(); } \
Engine *PLUGIN_createEngine(GameDetector *detector, OSystem *syst) { return engineFactory(detector, syst); } \
}
#endif
/** List of plugins. */
typedef ScummVM::List<Plugin *> PluginList;
/**
* Instances of this class manage all plugins, including loading them,
* making wrapper objects of class Plugin available, and unloading them.
*
* @todo Add support for dynamic plugins (this may need additional API, e.g. for a plugin path)
*/
class PluginManager {
protected:
PluginList _plugins;
bool tryLoadPlugin(Plugin *plugin);
public:
PluginManager();
~PluginManager();
void loadPlugins();
void unloadPlugins();
const PluginList &getPlugins() { return _plugins; }
};
/**
* Global, shared plugin manager.
*/
extern PluginManager *g_pluginManager;
#endif
|