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https://github.com/libretro/scummvm.git
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a94d641150
From upstream d12adb27fcfb988596ea3ba7d755567a6bdbe6b9
74 lines
2.4 KiB
C++
74 lines
2.4 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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//=============================================================================
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//
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// Functions related to finding and opening game assets.
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//
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//=============================================================================
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#ifndef AGS_ENGINE_AC_ASSET_HELPER_H
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#define AGS_ENGINE_AC_ASSET_HELPER_H
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#include "ags/lib/std/memory.h"
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#include "ags/lib/std/utility.h"
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#include "ags/shared/util/string.h"
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#include "ags/shared/core/asset_manager.h"
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namespace AGS3 {
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struct PACKFILE;
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namespace AGS {
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namespace Shared {
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class Stream;
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} // namespace Shared
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} // namespace AGS
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using AGS::Shared::AssetPath;
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using AGS::Shared::Stream;
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using AGS::Shared::String;
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// Looks for valid asset library everywhere and returns path, or empty string if failed
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String find_assetlib(const String &filename);
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// Returns the path to the audio asset, considering the given bundling type
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AssetPath get_audio_clip_assetpath(int bundling_type, const String &filename);
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// Returns the path to the voice-over asset
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AssetPath get_voice_over_assetpath(const String &filename);
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// Custom AGS PACKFILE user object
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// TODO: it is preferrable to let our Stream define custom readable window instead,
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// keeping this as simple as possible for now (we may require a stream classes overhaul).
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struct AGS_PACKFILE_OBJ {
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std::unique_ptr<Stream> stream;
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size_t asset_size = 0u;
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size_t remains = 0u;
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};
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// Creates PACKFILE stream from AGS asset.
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// This function is supposed to be used only when you have to create Allegro
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// object, passing PACKFILE stream to constructor.
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PACKFILE *PackfileFromAsset(const AssetPath &path);
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} // namespace AGS3
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#endif
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