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
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/* 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/list.h"
#include "common/singleton.h"
#include "common/util.h"
#include "base/game.h"
class Engine;
class FSList;
class OSystem;
/**
* Error codes which mayb be reported by plugins under various circumstances.
* @todo Turn this into a global 'ErrorCode' enum used by all of ScummVM ?
*/
enum PluginError {
kNoError = 0, // No error occured
kInvalidPathError,
kNoGameDataFoundError,
kUnsupportedGameidError,
kUnknownError // Catch-all error, used if no other error code matches
};
/**
* 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() = 0;
virtual void unloadPlugin() = 0;
virtual const char *getName() const = 0;
virtual const char *getCopyright() const = 0;
// virtual int getVersion() const { return 0; } // TODO!
virtual GameList getSupportedGames() const = 0;
virtual GameDescriptor findGame(const char *gameid) const = 0;
virtual GameList detectGames(const FSList &fslist) const = 0;
virtual PluginError createInstance(OSystem *syst, Engine **engine) const = 0;
};
/**
* 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.
*
* Each plugin has to define the following functions:
* - GameList Engine_##ID##_gameIDList()
* -> returns a list of gameid/desc pairs. Only used to implement '--list-games'.
* - GameDescriptor Engine_##ID##_findGameID(const char *gameid)
* -> asks the Engine for a GameDescriptor matching the gameid. If that is not
* possible, the engine MUST set the gameid of the returned value to 0.
* Note: This MUST succeed for every gameID on the list returned by
* gameIDList(), but MAY also work for additional gameids (e.g. to support
* obsolete targets).
* - DetectedGameList Engine_##ID##_detectGames(const FSList &fslist)
* -> scans through the given file list (usually the contents of a directory),
* and attempts to detects games present in that location.
* - PluginError Engine_##ID##_create(OSystem *syst, Engine **engine)
* -> factory function, create an instance of the Engine class.
*
* @todo add some means to query the plugin API version etc.
*/
#ifndef DYNAMIC_MODULES
#define REGISTER_PLUGIN(ID,name,copyright) \
PluginRegistrator *g_##ID##_PluginReg; \
void g_##ID##_PluginReg_alloc() { \
g_##ID##_PluginReg = new PluginRegistrator(name, copyright, \
Engine_##ID##_gameIDList(), \
Engine_##ID##_findGameID, \
Engine_##ID##_create, \
Engine_##ID##_detectGames \
);\
} \
void dummyFuncToAllowTrailingSemicolon()
#else
#define REGISTER_PLUGIN(ID,name,copyright) \
extern "C" { \
PLUGIN_EXPORT const char *PLUGIN_name() { return name; } \
PLUGIN_EXPORT const char *PLUGIN_copyright() { return copyright; } \
PLUGIN_EXPORT GameList PLUGIN_gameIDList() { return Engine_##ID##_gameIDList(); } \
PLUGIN_EXPORT GameDescriptor PLUGIN_findGameID(const char *gameid) { return Engine_##ID##_findGameID(gameid); } \
PLUGIN_EXPORT PluginError PLUGIN_createEngine(OSystem *syst, Engine **engine) { return Engine_##ID##_create(syst, engine); } \
PLUGIN_EXPORT GameList PLUGIN_detectGames(const FSList &fslist) { return Engine_##ID##_detectGames(fslist); } \
} \
void dummyFuncToAllowTrailingSemicolon()
#endif
#ifndef DYNAMIC_MODULES
/**
* The PluginRegistrator class is used by the static version of REGISTER_PLUGIN
* to allow static 'plugins' to register with the PluginManager.
*/
class PluginRegistrator {
friend class StaticPlugin;
public:
typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
typedef PluginError (*EngineFactory)(OSystem *syst, Engine **engine);
typedef GameList (*DetectFunc)(const FSList &fslist);
protected:
const char *_name;
const char *_copyright;
GameIDQueryFunc _qf;
EngineFactory _ef;
DetectFunc _df;
GameList _games;
public:
PluginRegistrator(const char *name, const char *copyright, GameList games, GameIDQueryFunc qf, EngineFactory ef, DetectFunc df)
: _name(name), _copyright(copyright), _qf(qf), _ef(ef), _df(df), _games(games) {}
};
#endif
/** List of plugins. */
typedef Common::Array<Plugin *> 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 PluginManager;
/**
* 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 : public Common::Singleton<PluginManager> {
typedef Common::List<PluginProvider *> ProviderList;
private:
PluginList _plugins;
ProviderList _providers;
bool tryLoadPlugin(Plugin *plugin);
friend class Common::Singleton<SingletonBaseType>;
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
|