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plugins.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/base/plugins.cpp $
 * $Id: plugins.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

#include "base/plugins.h"
#include "common/util.h"


#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_AGI
            LINK_PLUGIN(AGI)
            #endif
            #ifndef DISABLE_AGOS
            LINK_PLUGIN(AGOS)
            #endif
            #ifndef DISABLE_CINE
            LINK_PLUGIN(CINE)
            #endif
            #ifndef DISABLE_CRUISE
            LINK_PLUGIN(CRUISE)
            #endif
            #ifndef DISABLE_DRASCULA
            LINK_PLUGIN(DRASCULA)
            #endif
            #ifndef DISABLE_GOB
            LINK_PLUGIN(GOB)
            #endif
            #ifndef DISABLE_IGOR
            LINK_PLUGIN(IGOR)
            #endif
            #ifndef DISABLE_KYRA
            LINK_PLUGIN(KYRA)
            #endif
            #ifndef DISABLE_LURE
            LINK_PLUGIN(LURE)
            #endif
            #ifndef DISABLE_PARALLACTION
            LINK_PLUGIN(PARALLACTION)
            #endif
            #ifndef DISABLE_QUEEN
            LINK_PLUGIN(QUEEN)
            #endif
            #ifndef DISABLE_SAGA
            LINK_PLUGIN(SAGA)
            #endif
            #ifndef DISABLE_SKY
            LINK_PLUGIN(SKY)
            #endif
            #ifndef DISABLE_SWORD1
            LINK_PLUGIN(SWORD1)
            #endif
            #ifndef DISABLE_SWORD2
            LINK_PLUGIN(SWORD2)
            #endif
            #ifndef DISABLE_TOUCHE
            LINK_PLUGIN(TOUCHE)
            #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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