scummvm/engines/illusions/resourcesystem.h

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2014-03-10 10:50:35 +00:00
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
*/
#ifndef ILLUSIONS_RESOURCESYSTEM_H
#define ILLUSIONS_RESOURCESYSTEM_H
#include "common/array.h"
#include "common/file.h"
#include "common/hashmap.h"
#include "common/memstream.h"
#include "common/str.h"
#include "common/substream.h"
#include "common/system.h"
namespace Illusions {
#define ResourceTypeId(x) ((x) & 0xFFFF0000)
class BaseResourceLoader;
struct Resource {
bool _loaded;
uint32 _resId;
uint32 _tag;
uint32 _threadId;
byte *_data;
uint32 _dataSize;
BaseResourceLoader *_resourceLoader;
Common::String filename; // TODO Check if this is needed
Resource() : _loaded(false), _resId(0), _tag(0), _threadId(0), _data(0), _dataSize(0),
_resourceLoader(0) {}
};
struct ResourceLoaderInfo {
Resource *_res;
byte *_data;
uint32 _dataSize;
};
enum {
kRlfLoadFile,
kRlfFreeDataAfterUse
};
class BaseResourceLoader {
public:
virtual ~BaseResourceLoader() {}
virtual void load(Resource *resource) = 0;
virtual void unload(Resource *resource) = 0;
virtual void buildFilename(Resource *resource) = 0;
virtual bool isFlag(int flag) = 0;
};
// TODO Possibly split resource loaders from the system?
class ResourceSystem {
public:
ResourceSystem();
~ResourceSystem();
void addResourceLoader(uint32 resTypeId, BaseResourceLoader *resourceLoader);
// TODO Handle threadId in caller as well as pausing of timer
void loadResource(uint32 resId, uint32 tag, uint32 threadId);
protected:
typedef Common::HashMap<uint32, BaseResourceLoader*> ResourceLoadersMap;
typedef ResourceLoadersMap::iterator ResourceLoadersMapIterator;
ResourceLoadersMap _resourceLoaders;
Common::Array<Resource*> _resources;
BaseResourceLoader *getResourceLoader(uint32 resId);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ILLUSIONS_H