/* 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. * */ /* * 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_RESOURCE_H #define SWORD25_RESOURCE_H #include "common/list.h" #include "common/str.h" #include "sword25/kernel/common.h" namespace Sword25 { class Kernel; class ResourceManager; class Resource { friend class ResourceManager; public: enum RESOURCE_TYPES { TYPE_UNKNOWN, TYPE_BITMAP, TYPE_ANIMATION, TYPE_SOUND, TYPE_FONT }; Resource(const Common::String &uniqueFileName, RESOURCE_TYPES type); /** * Prevents the resource from being released. * @remarks This method allows a resource to be locked multiple times. **/ void addReference() { ++_refCount; } /** * Cancels a previous lock * @remarks The resource can still be released more times than it was 'locked', although it is * not recommended. **/ void release(); /** * Returns the current lock count for the resource * @return The current lock count **/ int getLockCount() const { return _refCount; } /** * Returns the absolute path of the given resource */ const Common::String &getFileName() const { return _fileName; } /** * Returns a resource's type */ uint getType() const { return _type; } protected: virtual ~Resource() {} private: Common::String _fileName; ///< The absolute filename uint _refCount; ///< The number of locks uint _type; ///< The type of the resource Common::List::iterator _iterator; ///< Points to the resource position in the LRU list }; } // End of namespace Sword25 #endif