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/* 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
 * 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/backends/plugins/win32/win32-provider.cpp $
 * $Id: win32-provider.cpp 30944 2008-02-23 22:50:18Z sev $

#if defined(DYNAMIC_MODULES) && defined(_WIN32)

#include "backends/plugins/win32/win32-provider.h"
#include "backends/plugins/dynamic-plugin.h"
#include "common/fs.h"

#include <windows.h>

#define PLUGIN_DIRECTORY      ""
#define PLUGIN_PREFIX         ""
#define PLUGIN_SUFFIX         ".dll"

class Win32Plugin : public DynamicPlugin {
      static const TCHAR* toUnicode(const char *x) {
      #ifndef _WIN32_WCE
            return (const TCHAR *)x;
            static TCHAR unicodeString[MAX_PATH];
            MultiByteToWideChar(CP_ACP, 0, x, strlen(x) + 1, unicodeString, sizeof(unicodeString) / sizeof(TCHAR));
            return unicodeString;

      void *_dlHandle;
      Common::String _filename;

      virtual VoidFunc findSymbol(const char *symbol) {
            #ifndef _WIN32_WCE
            void *func = (void *)GetProcAddress((HMODULE)_dlHandle, symbol);
            void *func = (void *)GetProcAddress((HMODULE)_dlHandle, toUnicode(symbol));
            if (!func)
                  debug("Failed loading symbol '%s' from plugin '%s'", symbol, _filename.c_str());
            // FIXME HACK: This is a HACK to circumvent a clash between the ISO C++
            // standard and POSIX: ISO C++ disallows casting between function pointers
            // and data pointers, but dlsym always returns a void pointer. For details,
            // see e.g. <http://www.trilithium.com/johan/2004/12/problem-with-dlsym/>.
            assert(sizeof(VoidFunc) == sizeof(func));
            VoidFunc tmp;
            memcpy(&tmp, &func, sizeof(VoidFunc));
            return tmp;

      Win32Plugin(const Common::String &filename)
            : _dlHandle(0), _filename(filename) {}

      bool loadPlugin() {
            #ifndef _WIN32_WCE
            _dlHandle = LoadLibrary(_filename.c_str());
            if (!_filename.hasSuffix("scummvm.dll"))  // skip loading the core scummvm module
                  _dlHandle = LoadLibrary(toUnicode(_filename.c_str()));
            if (!_dlHandle) {
                  debug("Failed loading plugin '%s' (error code %d)", _filename.c_str(), (int32) GetLastError());
                  return false;
            } else {
                  debug(1, "Success loading plugin '%s', handle %08X", _filename.c_str(), (uint32) _dlHandle);

            return DynamicPlugin::loadPlugin();
      void unloadPlugin() {
            if (_dlHandle) {
                  if (!FreeLibrary((HMODULE)_dlHandle))
                        debug("Failed unloading plugin '%s'", _filename.c_str());
                        debug(1, "Success unloading plugin '%s'", _filename.c_str());
                  _dlHandle = 0;

Win32PluginProvider::Win32PluginProvider() {

Win32PluginProvider::~Win32PluginProvider() {

PluginList Win32PluginProvider::getPlugins() {
      PluginList pl;
      // Load dynamic plugins
      // TODO... this is right now just a nasty hack.
      // This should search one or multiple directories for all plugins it can
      // find (to this end, we maybe should use a special prefix/suffix; e.g.
      // instead of libscumm.so, use scumm.engine or scumm.plugin etc.).
      // The list of directories to search could be e.g.:
      // User specified (via config file), ".", "./plugins", "$(prefix)/lib".
      // We also need to add code which ensures what we are looking at is
      // a) a ScummVM engine and b) matches the version of the executable.
      // Hence one more symbol should be exported by plugins which returns
      // the "ABI" version the plugin was built for, and we can compare that
      // to the ABI version of the executable.

      // Load all plugins.
      // Scan for all plugins in this directory
      FilesystemNode dir(PLUGIN_DIRECTORY);
      FSList files;
      if (!dir.getChildren(files, FilesystemNode::kListFilesOnly)) {
            error("Couldn't open plugin directory '%s'", PLUGIN_DIRECTORY);

      for (FSList::const_iterator i = files.begin(); i != files.end(); ++i) {
            Common::String name(i->getName());
            if (name.hasPrefix(PLUGIN_PREFIX) && name.hasSuffix(PLUGIN_SUFFIX)) {
                  pl.push_back(new Win32Plugin(i->getPath()));
      return pl;

#endif // defined(DYNAMIC_MODULES) && defined(_WIN32)

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