Files
scummvm/base/plugins.cpp
T
Eugene Sandulenko cd8a5f3a98 First phase of detection-related plugins interface improvements. Now plugins
return StringMap instead of fixed list of parameters. This adds great
flexibility.

Current patch should not alter any functionality, i.e. if there are regressions,
submit a report. Phase 2 will benefit from these changes and will come later.

svn-id: r25134
2007-01-20 21:27:57 +00:00

265 lines
6.6 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
#include "base/plugins.h"
#include "common/util.h"
void GameDescriptor::updateDesc(const char *extra) {
// TODO: The format used here (LANG/PLATFORM/EXTRA) is not set in stone.
// We may want to change the order (PLATFORM/EXTRA/LANG, anybody?), or
// the seperator (instead of '/' use ', ' or ' ').
const bool hasCustomLanguage = (this->contains("language") && (this->language() != Common::UNK_LANG));
const bool hasCustomPlatform = (this->contains("platform") && (this->platform() != Common::kPlatformUnknown));
const bool hasExtraDesc = (extra && extra[0]);
// Adapt the description string if custom platform/language is set.
if (hasCustomLanguage || hasCustomPlatform || hasExtraDesc) {
Common::String descr = this->description();
descr += " (";
if (hasCustomLanguage)
descr += Common::getLanguageDescription(this->language());
if (hasCustomPlatform) {
if (hasCustomLanguage)
descr += "/";
descr += Common::getPlatformDescription(this->platform());
}
if (hasExtraDesc) {
if (hasCustomPlatform || hasCustomLanguage)
descr += "/";
descr += extra;
}
descr += ")";
this->operator []("description") = descr;
}
}
#pragma mark -
#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_SKY
LINK_PLUGIN(SKY)
#endif
#ifndef DISABLE_SWORD1
LINK_PLUGIN(SWORD1)
#endif
#ifndef DISABLE_SWORD2
LINK_PLUGIN(SWORD2)
#endif
#ifndef DISABLE_AGOS
LINK_PLUGIN(AGOS)
#endif
#ifndef DISABLE_QUEEN
LINK_PLUGIN(QUEEN)
#endif
#ifndef DISABLE_SAGA
LINK_PLUGIN(SAGA)
#endif
#ifndef DISABLE_KYRA
LINK_PLUGIN(KYRA)
#endif
#ifndef DISABLE_GOB
LINK_PLUGIN(GOB)
#endif
#ifndef DISABLE_LURE
LINK_PLUGIN(LURE)
#endif
#ifndef DISABLE_CINE
LINK_PLUGIN(CINE)
#endif
#ifndef DISABLE_AGI
LINK_PLUGIN(AGI)
#endif
#ifndef DISABLE_TOUCHE
LINK_PLUGIN(TOUCHE)
#endif
#ifndef DISABLE_PARALLACTION
LINK_PLUGIN(PARALLACTION)
#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;
}