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https://github.com/libretro/scummvm.git
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806ff5147a
Moonbase Commander has finally started playing some sounds. There are still some bugs here and there, and the Miles mixer implementation is certainly not complete, but hey, it works!
238 lines
6.4 KiB
C++
238 lines
6.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_RESOURCE_H
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#define SCUMM_RESOURCE_H
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#include "common/array.h"
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#include "scumm/scumm.h" // for ResType
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namespace Scumm {
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enum {
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OF_OWNER_MASK = 0x0F,
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OF_STATE_MASK = 0xF0,
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OF_STATE_SHL = 4
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};
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class ResourceIterator {
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uint32 _size;
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uint32 _pos;
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const byte *_ptr;
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bool _smallHeader;
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public:
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ResourceIterator(const byte *searchin, bool smallHeader);
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const byte *findNext(uint32 tag);
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};
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enum : uint {
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RES_INVALID_OFFSET = 0xFFFFFFFF
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};
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class ScummEngine;
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/**
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* The mode of a resource type indicates whether the resource can be restored
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* from the game data files or not.
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* This affects for example whether the resource is stored in savestates.
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*
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* Note that we treat sound resources somewhat differently: On the one hand,
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* these behave mostly like a kStaticResTypeMode res type. However, when we
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* create a savestate, we do save *some* information about them: Namely, which
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* sound resources are loaded in memory at the time the save is made. And when
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* loading, we invoke ensureResourceLoaded() for each sound resource that was
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* marked in this way.
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*/
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enum ResTypeMode {
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kDynamicResTypeMode = 0, ///< Resource is generated during runtime and may change
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kStaticResTypeMode = 1, ///< Resource comes from data files, does not change
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kSoundResTypeMode = 2 ///< Resource comes from data files, but may change
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};
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/**
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* The 'resource manager' class. Currently doesn't really deserve to be called
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* a 'class', at least until somebody gets around to OOfying this more.
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*/
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class ResourceManager {
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//friend class ScummDebugger;
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//friend class ScummEngine;
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protected:
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ScummEngine *_vm;
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public:
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class Resource {
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public:
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/**
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* Pointer to the data contained in this resource
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*/
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byte *_address;
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/**
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* Size of this resource, i.e. of the data contained in it.
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*/
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uint32 _size;
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protected:
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/**
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* The uppermost bit indicates whether the resources is locked.
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* The lower 7 bits contain a counter. This counter measures roughly
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* how old the resource is; it starts out with a count of 1 and can go
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* as high as 127. When memory falls low resp. when the engine decides
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* that it should throw out some unused stuff, then it begins by
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* removing the resources with the highest counter (excluding locked
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* resources and resources that are known to be in use).
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*/
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byte _flags;
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/**
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* The status of the resource. Currently only one bit is used, which
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* indicates whether the resource is modified.
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*/
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byte _status;
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public:
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/**
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* The id of the room (resp. the disk) the resource is contained in.
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*/
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byte _roomno;
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/**
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* The offset (in bytes) where the data for this resources can be found
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* in the game data file(s), relative to the start of the room the
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* resource is contained in.
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*
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* A value of RES_INVALID_OFFSET indicates a resources that is not contained
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* in the game data files.
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*/
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uint32 _roomoffs;
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public:
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Resource();
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~Resource();
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void nuke();
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inline void setResourceCounter(byte counter);
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inline byte getResourceCounter() const;
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void lock();
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void unlock();
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bool isLocked() const;
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// HE specific
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void setModified();
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bool isModified() const;
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void setOffHeap();
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void setOnHeap();
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bool isOffHeap() const;
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};
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/**
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* This struct represents a resource type and all resource of that type.
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*/
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class ResTypeData : public Common::Array<Resource> {
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friend class ResourceManager;
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public:
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/**
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* The mode of this res type.
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*/
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ResTypeMode _mode;
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/**
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* The 4-byte tag or chunk type associated to this resource type, if any.
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* Only applies to resources that are loaded from the game data files.
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* This value is only used for debugging purposes.
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*/
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uint32 _tag;
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public:
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ResTypeData();
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~ResTypeData();
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};
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ResTypeData _types[rtLast + 1];
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protected:
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uint32 _allocatedSize;
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uint32 _maxHeapThreshold, _minHeapThreshold;
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byte _expireCounter;
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public:
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ResourceManager(ScummEngine *vm);
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~ResourceManager();
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void setHeapThreshold(int min, int max);
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uint32 getHeapSize() { return _allocatedSize; }
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void allocResTypeData(ResType type, uint32 tag, int num, ResTypeMode mode);
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void freeResources();
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byte *createResource(ResType type, ResId idx, uint32 size);
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void nukeResource(ResType type, ResId idx);
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// inline Resource &getRes(ResType type, ResId idx) { return _types[type][idx]; }
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// inline const Resource &getRes(ResType type, ResId idx) const { return _types[type][idx]; }
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bool isResourceLoaded(ResType type, ResId idx) const;
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void lock(ResType type, ResId idx);
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void unlock(ResType type, ResId idx);
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bool isLocked(ResType type, ResId idx) const;
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// HE Specific
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void setModified(ResType type, ResId idx);
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bool isModified(ResType type, ResId idx) const;
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void setOffHeap(ResType type, ResId idx);
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bool isOffHeap(ResType type, ResId idx) const;
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void setOnHeap(ResType type, ResId idx);
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/**
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* This method increments the _expireCounter, and if it overflows (which happens
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* after at most 256 calls), it calls increaseResourceCounter.
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* It is invoked in the engine's main loop ScummEngine::scummLoop().
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*/
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void increaseExpireCounter();
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/**
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* Update the specified resource's counter.
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*/
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void setResourceCounter(ResType type, ResId idx, byte counter);
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/**
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* Increment the counter of all unlocked loaded resources.
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* The maximal count is 255.
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* This is called by increaseExpireCounter and expireResources,
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* but also by ScummEngine::startScene.
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*/
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void increaseResourceCounters();
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void resourceStats();
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//protected:
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bool validateResource(const char *str, ResType type, ResId idx) const;
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protected:
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void expireResources(uint32 size);
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};
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} // End of namespace Scumm
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#endif
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