Coverage Report

Created: 2025-08-28 06:22

/src/ogre/OgreMain/include/OgrePlugin.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __OGREPLUGIN_H__
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#define __OGREPLUGIN_H__
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#include "OgrePrerequisites.h"
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namespace Ogre
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{
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup General
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    *  @{
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    */
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    /** Class defining a generic OGRE plugin.
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        OGRE is very plugin-oriented and you can customise much of its behaviour
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        by registering new plugins, dynamically if you are using dynamic linking.
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        This class abstracts the generic interface that all plugins must support.
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        Within the implementations of this interface, the plugin must call other
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        OGRE classes in order to register the detailed customisations it is
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        providing, e.g. registering a new SceneManagerFactory, a new
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        MovableObjectFactory, or a new RenderSystem.
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    @par
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        Plugins can be linked statically or dynamically. If they are linked
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        dynamically (ie the plugin is in a DLL or Shared Object file), then you
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        load the plugin by calling the Root::loadPlugin method (or some other
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        mechanism which leads to that call, e.g. plugins.cfg), passing the name of
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        the DLL. OGRE will then call a global init function on that DLL, and it
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        will be expected to register one or more Plugin implementations using
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        Root::installPlugin. The procedure is very similar if you use a static
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        linked plugin, except that you simply instantiate the Plugin implementation
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        yourself and pass it to Root::installPlugin.
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    @note
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        Lifecycle of a Plugin instance is very important. The Plugin instance must
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        remain valid until the Plugin is uninstalled. Here are the things you
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        must bear in  mind:
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        <ul><li>If your plugin is in a DLL:
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        <ul><li>Create the Plugin instance and call Root::installPlugin in dllStartPlugin</li>
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        <li>Call Root::uninstallPlugin, then delete it in dllStopPlugin</li></ul>
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        <li>If your plugin is statically linked in your app:
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        <ul><li>Create the Plugin anytime you like</li>
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        <li>Call Root::installPlugin any time whilst Root is valid</li>
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        <li>Call Root::uninstallPlugin if you like so long as Root is valid. However,
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            it will be done for you when Root is destroyed, so the Plugin instance must
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            still be valid at that point if you haven't manually uninstalled it.</li></ul>
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        </ul>
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        The install and uninstall methods will be called when the plugin is
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        installed or uninstalled. The initialise and shutdown will be called when
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        there is a system initialisation or shutdown, e.g. when Root::initialise 
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        or Root::shutdown are called.
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    */
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    class _OgreExport Plugin : public PluginAlloc
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    {
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    public:
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        Plugin() {}
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        virtual ~Plugin() {}
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        /** Get the name of the plugin. 
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        @remarks An implementation must be supplied for this method to uniquely
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            identify the plugin.
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        */
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        virtual const String& getName() const = 0;
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        /** Perform the plugin initial installation sequence. 
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        @remarks An implementation must be supplied for this method. It must perform
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        the startup tasks necessary to install any rendersystem customisations 
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        or anything else that is not dependent on system initialisation, ie
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        only dependent on the core of Ogre. It must not perform any
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        operations that would create rendersystem-specific objects at this stage,
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        that should be done in initialise().
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        */
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        virtual void install() = 0;
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        /** Perform any tasks the plugin needs to perform on full system
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            initialisation.
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        @remarks An implementation must be supplied for this method. It is called 
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            just after the system is fully initialised (either after Root::initialise
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            if a window is created then, or after the first window is created)
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            and therefore all rendersystem functionality is available at this
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            time. You can use this hook to create any resources which are 
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            dependent on a rendersystem or have rendersystem-specific implementations.
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        */
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        virtual void initialise() = 0;
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        /** Perform any tasks the plugin needs to perform when the system is shut down.
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        @remarks An implementation must be supplied for this method.
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        This method is called just before key parts of the system are unloaded, 
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        such as rendersystems being shut down. You should use this hook to free up 
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        resources and decouple custom objects from the OGRE system, whilst all the
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        instances of other plugins (e.g. rendersystems) still exist.
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        */
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        virtual void shutdown() = 0;
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        /** Perform the final plugin uninstallation sequence. 
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        @remarks An implementation must be supplied for this method. It must perform
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        the cleanup tasks which haven't already been performed in shutdown()
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        (e.g. final deletion of custom instances, if you kept them around in case
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        the system was reinitialised). At this stage you cannot be sure what other
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        plugins are still loaded or active. It must therefore not perform any
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        operations that would reference any rendersystem-specific objects - those
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        should have been sorted out in the 'shutdown' method.
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        */
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        virtual void uninstall() = 0;
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    };
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    /** @} */
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    /** @} */
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}
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#endif
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