scummvm/engines/ags/engine/ac/asset_helper.h
Paul Gilbert a94d641150 AGS: AssetManager lets use AssetPath struct to call its methods
From upstream d12adb27fcfb988596ea3ba7d755567a6bdbe6b9
2022-03-20 22:11:55 -07:00

74 lines
2.4 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
//=============================================================================
//
// Functions related to finding and opening game assets.
//
//=============================================================================
#ifndef AGS_ENGINE_AC_ASSET_HELPER_H
#define AGS_ENGINE_AC_ASSET_HELPER_H
#include "ags/lib/std/memory.h"
#include "ags/lib/std/utility.h"
#include "ags/shared/util/string.h"
#include "ags/shared/core/asset_manager.h"
namespace AGS3 {
struct PACKFILE;
namespace AGS {
namespace Shared {
class Stream;
} // namespace Shared
} // namespace AGS
using AGS::Shared::AssetPath;
using AGS::Shared::Stream;
using AGS::Shared::String;
// Looks for valid asset library everywhere and returns path, or empty string if failed
String find_assetlib(const String &filename);
// Returns the path to the audio asset, considering the given bundling type
AssetPath get_audio_clip_assetpath(int bundling_type, const String &filename);
// Returns the path to the voice-over asset
AssetPath get_voice_over_assetpath(const String &filename);
// Custom AGS PACKFILE user object
// TODO: it is preferrable to let our Stream define custom readable window instead,
// keeping this as simple as possible for now (we may require a stream classes overhaul).
struct AGS_PACKFILE_OBJ {
std::unique_ptr<Stream> stream;
size_t asset_size = 0u;
size_t remains = 0u;
};
// Creates PACKFILE stream from AGS asset.
// This function is supposed to be used only when you have to create Allegro
// object, passing PACKFILE stream to constructor.
PACKFILE *PackfileFromAsset(const AssetPath &path);
} // namespace AGS3
#endif