/* 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_RESOURCESERVICE_H #define SWORD25_RESOURCESERVICE_H // Includes #include "sword25/kernel/common.h" #include "sword25/kernel/service.h" #include "sword25/kernel/kernel.h" #include "sword25/kernel/resmanager.h" namespace Sword25 { class Resource; class ResourceService : public Service { public: ResourceService(Kernel *pKernel) : Service(pKernel) { ResourceManager *pResource = pKernel->GetResourceManager(); pResource->RegisterResourceService(this); } virtual ~ResourceService() {} /** * Loads a resource * @return Returns the resource if successful, otherwise NULL */ virtual Resource *LoadResource(const Common::String &FileName) = 0; /** * Checks whether the given name can be loaded by the resource service * @param FileName Dateiname * @return Returns true if the resource can be loaded. */ virtual bool CanLoadResource(const Common::String &FileName) = 0; protected: // Alternative methods for classes BS_ResourceService /** * Compares two strings, with the second string allowed to contain '*' and '?' wildcards * @param String The first comparison string. This must not contain wildcards * @param Pattern The sceond comaprison string. Wildcards of '*' and '?' are allowed. * @return Returns true if the string matches the pattern, otherwise false. */ bool _WildCardStringMatch(const Common::String &String, const Common::String &Pattern) { return _WildCardStringMatchRecursion(String.c_str(), Pattern.c_str()); } private: bool _WildCardStringMatchRecursion(const char *String, const char *Pattern) { // Checks: // 1. The pattern starts with '*' -> TRUE if (*Pattern == '*') { // Use a copy of the pattern pointer so as not to destroy the current state const char *PatternCopy = Pattern; while (*PatternCopy == '*') { PatternCopy++; } if (!*PatternCopy) return true; } // 2. The string is over, but the patern is not -> FALSE if (!*String && *Pattern) return false; // 3. The string is over, and the pattern is finished -> TRUE if (!*String) return true; // Recursive check 1: // If the two current characters are the same, or pattern '?', then keep scanning if (*String == *Pattern || *Pattern == '?') return _WildCardStringMatchRecursion(String + 1, Pattern + 1); // Falls nicht, wird untersucht ob ein '*' vorliegt if (*Pattern == '*') { // Recursive check 2: // First the result of strign and pattern + 1 is examined.. if (_WildCardStringMatchRecursion(String, Pattern + 1)) return true; // If this fails, the result of string + 1 pattern is returned else return _WildCardStringMatchRecursion(String + 1, Pattern); // The recursion ends, therefore, keep returning to this place until a character // in the string which corresponds to the '*' in pattern } // The match has failed return false; } }; } // End of namespace Sword25 #endif