/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #ifndef SWORD25_RESOURCEMANAGER_H #define SWORD25_RESOURCEMANAGER_H #include "common/list.h" #include "sword25/kernel/common.h" namespace Sword25 { class ResourceService; class Resource; class Kernel; class ResourceManager { friend class Kernel; public: /** * Returns a requested resource. If any error occurs, returns NULL * @param FileName Filename of resource */ Resource *requestResource(const Common::String &fileName); /** * Loads a resource into the cache * @param FileName The filename of the resource to be cached * @param ForceReload Indicates whether the file should be reloaded if it's already in the cache. * This is useful for files that may have changed in the interim */ bool precacheResource(const Common::String &fileName, bool forceReload = false); /** * Returns the number of loaded resources */ int getResourceCount() const { return static_cast(_resources.size()); } /** * Returns a resource by it's ordinal index. Returns NULL if any error occurs * Note: This method is not optimised for speed and should be used only for debugging purposes * @param Ord Ordinal number of the resource. Must be between 0 and GetResourceCount() - 1. */ Resource *getResourceByOrdinal(int ord) const; /** * Registers a RegisterResourceService. This method is the constructor of * BS_ResourceService, and thus helps all resource services in the ResourceManager list * @param pService Which service */ bool registerResourceService(ResourceService *pService); /** * Releases all resources that are not locked. **/ void emptyCache(); /** * Returns the maximum memory the kernel has used */ int getMaxMemoryUsage() const { return _maxMemoryUsage; } /** * Specifies the maximum amount of memory the engine is allowed to use. * If this value is exceeded, resources will be unloaded to make room. This value is meant * as a guideline, and not as a fixed boundary. It is not guaranteed not to be exceeded; * the whole game engine may still use more memory than any amount specified. */ void setMaxMemoryUsage(uint maxMemoryUsage); /** * Specifies whether a warning is written to the log when a cache miss occurs. * THe default value is "false". */ bool isLogCacheMiss() const { return _logCacheMiss; } /** * Sets whether warnings are written to the log if a cache miss occurs. * @param Flag If "true", then future warnings will be logged */ void setLogCacheMiss(bool flag) { _logCacheMiss = flag; } /** * Writes the names of all currently locked resources to the log file */ void dumpLockedResources(); private: /** * Creates a new resource manager * Only the BS_Kernel class can generate copies this class. Thus, the constructor is private */ ResourceManager(Kernel *pKernel) : _kernelPtr(pKernel), _maxMemoryUsage(100000000), _logCacheMiss(false) {} virtual ~ResourceManager(); enum { HASH_TABLE_BUCKETS = 256 }; /** * Moves a resource to the top of the resource list * @param pResource The resource */ void moveToFront(Resource *pResource); /** * Loads a resource and updates the m_UsedMemory total * * The resource must not already be loaded * @param FileName The unique filename of the resource to be loaded */ Resource *loadResource(const Common::String &fileName); /** * Returns the full path of a given resource filename. * It will return an empty string if a path could not be created. */ Common::String getUniqueFileName(const Common::String &fileName) const; /** * Deletes a resource, removes it from the lists, and updates m_UsedMemory */ Common::List::iterator deleteResource(Resource *pResource); /** * Returns a pointer to a loaded resource. If any error occurs, NULL will be returned. * @param UniqueFileName The absolute path and filename * Gibt einen Pointer auf die angeforderte Resource zurück, oder NULL, wenn die Resourcen nicht geladen ist. */ Resource *getResource(const Common::String &uniqueFileName) const; /** * Deletes resources as necessary until the specified memory limit is not being exceeded. */ void deleteResourcesIfNecessary(); Kernel *_kernelPtr; uint _maxMemoryUsage; Common::Array _resourceServices; Common::List _resources; Common::List _resourceHashTable[HASH_TABLE_BUCKETS]; bool _logCacheMiss; }; } // End of namespace Sword25 #endif