PLUGINS: switched plugin manager to inheritance rather than #defines

The reason for this was that I found issues where the wrong functions were called in EngineManager for single plugin operation. Rather than inserting more messy #defines, I preferred to change the PluginManager to use virtual functions, which also makes EngineManager simpler.

svn-id: r55024
This commit is contained in:
Yotam Barnoy 2010-12-23 13:38:37 +00:00
parent 401a8c355d
commit ee2b1092ab
5 changed files with 69 additions and 50 deletions

View file

@ -300,7 +300,19 @@ void FilePluginProvider::addCustomDirectories(Common::FSList &dirs) const {
#pragma mark -
DECLARE_SINGLETON(PluginManager);
PluginManager *PluginManager::_instance = NULL;
PluginManager &PluginManager::instance() {
if (_instance)
return *_instance;
#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
_instance = new PluginManagerUncached();
#else
_instance = new PluginManager();
#endif
return *_instance;
}
PluginManager::PluginManager() {
// Always add the static plugin provider.
@ -309,7 +321,7 @@ PluginManager::PluginManager() {
PluginManager::~PluginManager() {
// Explicitly unload all loaded plugins
unloadPlugins();
unloadAllPlugins();
// Delete the plugin providers
for (ProviderList::iterator pp = _providers.begin();
@ -325,8 +337,8 @@ void PluginManager::addPluginProvider(PluginProvider *pp) {
//
// This should only be run once
void PluginManager::loadNonEnginePluginsAndEnumerate() {
unloadPlugins();
void PluginManagerUncached::init() {
unloadAllPlugins();
_allEnginePlugins.clear();
// We need to resize our pluginsInMem list to prevent fragmentation
@ -359,7 +371,7 @@ void PluginManager::loadNonEnginePluginsAndEnumerate() {
}
}
void PluginManager::loadFirstPlugin() {
void PluginManagerUncached::loadFirstPlugin() {
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
// let's try to find one we can load
@ -371,7 +383,7 @@ void PluginManager::loadFirstPlugin() {
}
}
bool PluginManager::loadNextPlugin() {
bool PluginManagerUncached::loadNextPlugin() {
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
for (++_currentPlugin; _currentPlugin != _allEnginePlugins.end(); ++_currentPlugin) {
@ -383,7 +395,7 @@ bool PluginManager::loadNextPlugin() {
return false; // no more in list
}
void PluginManager::loadPlugins() {
void PluginManager::loadAllPlugins() {
for (ProviderList::iterator pp = _providers.begin();
pp != _providers.end();
++pp) {
@ -392,7 +404,7 @@ void PluginManager::loadPlugins() {
}
}
void PluginManager::unloadPlugins() {
void PluginManager::unloadAllPlugins() {
for (int i = 0; i < PLUGIN_TYPE_MAX; i++)
unloadPluginsExcept((PluginType)i, NULL);
}
@ -456,11 +468,12 @@ void PluginManager::addToPluginsInMemList(Plugin *plugin) {
DECLARE_SINGLETON(EngineManager);
GameDescriptor EngineManager::findGameOnePluginAtATime(const Common::String &gameName, const EnginePlugin **plugin) const {
GameDescriptor EngineManager::findGame(const Common::String &gameName, const EnginePlugin **plugin) const {
GameDescriptor result;
PluginManager::instance().loadFirstPlugin();
do {
result = findGame(gameName, plugin);
result = findGameInLoadedPlugins(gameName, plugin);
if (!result.gameid().empty()) {
break;
}
@ -468,7 +481,10 @@ GameDescriptor EngineManager::findGameOnePluginAtATime(const Common::String &gam
return result;
}
GameDescriptor EngineManager::findGame(const Common::String &gameName, const EnginePlugin **plugin) const {
/**
* Find the game within the plugins loaded in memory
**/
GameDescriptor EngineManager::findGameInLoadedPlugins(const Common::String &gameName, const EnginePlugin **plugin) const {
// Find the GameDescriptor for this target
const EnginePlugin::List &plugins = getPlugins();
GameDescriptor result;
@ -493,19 +509,15 @@ GameList EngineManager::detectGames(const Common::FSList &fslist) const {
GameList candidates;
EnginePlugin::List plugins;
EnginePlugin::List::const_iterator iter;
#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
PluginManager::instance().loadFirstPlugin();
do {
#endif
plugins = getPlugins();
// Iterate over all known games and for each check if it might be
// the game in the presented directory.
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
candidates.push_back((**iter)->detectGames(fslist));
}
#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
} while (PluginManager::instance().loadNextPlugin());
#endif
return candidates;
}