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plugins.h

/* 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: https://svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-9-1/base/plugins.h $
 * $Id: plugins.h 22199 2006-04-29 00:27:20Z fingolfin $
 *
 */

#ifndef BASE_PLUGINS_H
#define BASE_PLUGINS_H

#include "common/array.h"
#include "common/singleton.h"
#include "common/util.h"
#include "base/game.h"

class Engine;
class FSList;
class OSystem;

/** List of games. */
typedef Common::Array<GameDescriptor> GameList;

/**
 * A detected game. Carries the GameDescriptor, but also (optionally)
 * information about the language and platform of the detected game.
 */
00043 struct DetectedGame : public GameDescriptor {
      Common::Language language;
      Common::Platform platform;
      DetectedGame(const char *g = 0, const char *d = 0,
                   Common::Language l = Common::UNK_LANG,
                   Common::Platform p = Common::kPlatformUnknown)
            : GameDescriptor(g, d), language(l), platform(p) {}

      template <class T>
      DetectedGame(const T &game,
                   Common::Language l = Common::UNK_LANG,
                   Common::Platform p = Common::kPlatformUnknown)
            : GameDescriptor(game.gameid, game.description), language(l), platform(p) {}
      
      /**
       * Update the description string by appending (LANG/PLATFORM/EXTRA) to it.
       */
      void updateDesc(const char *extra = 0);
};


/** List of detected games. */
typedef Common::Array<DetectedGame> DetectedGameList;


/**
 * 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.
 */
00087 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 GameList getSupportedGames() const = 0;
      virtual GameDescriptor findGame(const char *gameid) const = 0;
      virtual DetectedGameList 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) \
      PluginRegistrator *g_##ID##_PluginReg; \
      void g_##ID##_PluginReg_alloc() { \
            g_##ID##_PluginReg = new PluginRegistrator(name, \
                  Engine_##ID##_gameIDList(), \
                  Engine_##ID##_findGameID, \
                  Engine_##ID##_create, \
                  Engine_##ID##_detectGames \
                  );\
      } \
      void dummyFuncToAllowTrailingSemicolon()
#else
#define REGISTER_PLUGIN(ID,name) \
      extern "C" { \
            PLUGIN_EXPORT const char *PLUGIN_name() { return name; } \
            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 DetectedGameList 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.
 */
00158 class PluginRegistrator {
      friend class StaticPlugin;
public:
      typedef GameDescriptor (*GameIDQueryFunc)(const char *gameid);
      typedef PluginError (*EngineFactory)(OSystem *syst, Engine **engine);
      typedef DetectedGameList (*DetectFunc)(const FSList &fslist);

protected:
      const char *_name;
      GameIDQueryFunc _qf;
      EngineFactory _ef;
      DetectFunc _df;
      GameList _games;

public:
      PluginRegistrator(const char *name, GameList games, GameIDQueryFunc qf, EngineFactory ef, DetectFunc df);
};
#endif


/** List of plugins. */
typedef Common::Array<Plugin *> PluginList;


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)
 */
00190 class PluginManager : public Common::Singleton<PluginManager> {
private:
      PluginList _plugins;

      bool tryLoadPlugin(Plugin *plugin);

      friend class Common::Singleton<SingletonBaseType>;
      PluginManager();

public:
      ~PluginManager();

      void loadPlugins();
      void unloadPlugins();
      void unloadPluginsExcept(const Plugin *plugin);

      const PluginList &getPlugins()      { return _plugins; }

      DetectedGameList detectGames(const FSList &fslist) const;
};

#endif

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