scummvm/sword2/memory.h
Torbjörn Andersson b3b0118292 The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)

Moved more stuff into Sword2Engine.

svn-id: r11088
2003-11-03 07:47:42 +00:00

113 lines
2.8 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef MEMORY_H
#define MEMORY_H
namespace Sword2 {
typedef struct {
uint32 state;
uint32 age; // *not used*
uint32 size;
int32 parent; // who is before us
int32 child; // who is after us
// id of a position in the _resList or some other unique id - for the
// visual display only
uint32 uid;
uint8 *ad;
} mem;
enum {
MEM_null = 0, // null
MEM_free = 1,
MEM_locked = 2,
MEM_float = 3
};
//---------------------------------------
// MEMORY BLOCKS
#define MAX_mem_blocks 999
// maintain at a good 50% higher than the
// highest recorded value from the on-screen info
//---------------------------------------
enum {
UID_memman = 0xffffffff,
UID_NULL = 0xfffffffe, // FREE
UID_font = 0xfffffffd,
UID_temp = 0xfffffffc,
UID_decompression_buffer = 0xfffffffb,
UID_shrink_buffer = 0xfffffffa,
UID_con_sprite = 0xfffffff9,
UID_text_sprite = 0xfffffff8,
UID_walk_anim = 0xfffffff7,
UID_savegame_buffer = 0xfffffff6,
UID_restoregame_buffer = 0xfffffff5
};
class MemoryManager {
private:
// Address of init malloc to be freed later
uint8 *_freeMemman;
uint32 _totalFreeMemory;
uint32 _totalBlocks;
// Start position of the defragger as indicated by its sister,
// VirtualDefrag.
int32 _suggestedStart;
mem *lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id);
int32 defragMemory(uint32 req_size);
// Used to determine if the required size can be obtained if the
// defragger is allowed to run.
int32 virtualDefrag(uint32 size);
// Debugging functions
void debugMemory(void);
const char *fetchOwner(uint32 uid);
public:
// List of defined memory handles - each representing a block of memory
mem _memList[MAX_mem_blocks];
uint32 _baseMemBlock;
MemoryManager(void);
~MemoryManager(void);
mem *allocMemory(uint32 size, uint32 type, uint32 unique_id);
void freeMemory(mem *block);
void floatMemory(mem *block);
void lockMemory(mem *block);
// Debugging function
void displayMemory(void);
void memoryString(char *string);
};
extern MemoryManager *memory;
} // End of namespace Sword2
#endif