#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * 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. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.IO; using CodeImp.DoomBuilder.Editing; using System.Reflection; #endregion namespace CodeImp.DoomBuilder.Plugins { internal class PluginManager { #region ================== Constants #endregion #region ================== Variables // Plugins private List plugins; // Modes private List editmodes; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public ICollection EditModes { get { return editmodes; } } public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor public PluginManager() { // Make lists this.plugins = new List(); this.editmodes = new List(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up foreach(Plugin p in plugins) p.Dispose(); // Done isdisposed = true; } } #endregion #region ================== Methods // This loads all plugins public void LoadAllPlugins() { string[] filenames; Type[] editclasses; EditModeAttribute[] emattrs; EditModeInfo editmodeinfo; Plugin p; // Find all .dll files filenames = Directory.GetFiles(General.PluginsPath, "*.dll", SearchOption.TopDirectoryOnly); foreach(string fn in filenames) { // Load plugin from this file General.MainWindow.DisplayStatus("Loading plugin '" + Path.GetFileName(fn) + "'..."); try { p = new Plugin(fn); } catch(InvalidProgramException) { General.WriteLogLine("WARNING: Plugin file '" + Path.GetFileName(fn) + "' was not loaded."); p = null; } // Continue if no errors if((p != null) && (!p.IsDisposed)) { // Add to plugins this.plugins.Add(p); // Load actions General.Actions.LoadActions(p.Assembly); // For all classes that inherit from EditMode editclasses = p.FindClasses(typeof(EditMode)); foreach(Type t in editclasses) { // For all defined EditMode attributes emattrs = (EditModeAttribute[])t.GetCustomAttributes(typeof(EditModeAttribute), false); foreach(EditModeAttribute a in emattrs) { // Make edit mode information editmodeinfo = new EditModeInfo(p, t, a); editmodes.Add(editmodeinfo); } } // Plugin is now initialized p.Plug.OnInitialize(); } } // Sort the list in order for buttons editmodes.Sort(); // Go for all edit modes to add buttons foreach(EditModeInfo emi in editmodes) { // Add all non-config-specific buttons to interface if((emi.ButtonImage != null) && (emi.ButtonDesc != null) && !emi.ConfigSpecific) General.MainWindow.AddEditModeButton(emi); } } // This returns specific editing mode info by name public EditModeInfo GetEditModeInfo(string editmodename) { // Find the edit mode foreach(EditModeInfo emi in editmodes) { // Mode matches class name? if(emi.ToString() == editmodename) return emi; } // No such mode found return null; } // This is called when the game canfiguration is set or changed public void GameConfigurationChanged() { // Remove all config-specific editing mode buttons from toolbar General.MainWindow.RemoveSpecificEditModeButtons(); // Go for all edit modes to add buttons foreach(EditModeInfo emi in editmodes) { // Add only non-config-specific buttons to interface if((emi.ButtonImage != null) && (emi.ButtonDesc != null) && emi.ConfigSpecific) { // Add if this button is specified by the game config if(General.Map.Config.IsEditModeSpecified(emi.Type.Name)) General.MainWindow.AddEditModeButton(emi); } } } // This returns a plugin by assembly, or null when plugin cannot be found public Plugin FindPluginByAssembly(Assembly assembly) { // Go for all plugins the find the one with matching assembly foreach(Plugin p in plugins) { if(p.Assembly == assembly) return p; } // Nothing found return null; } #endregion #region ================== Events // This calls OnReloadResources on all plugins public void ReloadResources() { foreach(Plugin p in plugins) p.Plug.OnReloadResources(); } // This calls OnModeChange on all plugins public void ModeChanges(EditMode oldmode, EditMode newmode) { foreach(Plugin p in plugins) p.Plug.OnModeChange(oldmode, newmode); } // This calls OnProgramReconfigure on all plugins public void ProgramReconfigure() { foreach(Plugin p in plugins) p.Plug.OnProgramReconfigure(); } // This calls OnMapReconfigure on all plugins public void MapReconfigure() { foreach(Plugin p in plugins) p.Plug.OnMapReconfigure(); } #endregion } }