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/* 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.
*
*/
#ifndef ILLUSIONS_RESOURCESYSTEM_H
#define ILLUSIONS_RESOURCESYSTEM_H
#include "common/array.h"
#include "common/file.h"
#include "common/hashmap.h"
#include "common/memstream.h"
#include "common/str.h"
#include "common/substream.h"
#include "common/system.h"
namespace Illusions {
#define ResourceTypeId(x) ((x) & 0xFFFF0000)
class BaseResourceLoader;
class BaseResourceReader;
class IllusionsEngine;
struct Resource;
class ResourceInstance {
public:
virtual void load(Resource *resource);
virtual void unload();
virtual void pause();
virtual void unpause();
virtual ~ResourceInstance();
};
struct Resource {
bool _loaded;
uint32 _resId;
uint32 _sceneId;
uint32 _threadId;
byte *_data;
uint32 _dataSize;
int _gameId;
Common::String _filename;
ResourceInstance *_instance;
Resource() : _loaded(false), _resId(0), _sceneId(0), _threadId(0), _data(0), _dataSize(0), _instance(0) {
}
~Resource() {
if (_instance)
_instance->unload();
delete _instance;
unloadData();
}
void loadData(BaseResourceReader *resReader);
void unloadData();
};
enum {
kRlfLoadFile,
kRlfFreeDataAfterLoad
};
class BaseResourceLoader {
public:
virtual ~BaseResourceLoader() {}
virtual void load(Resource *resource) = 0;
virtual bool isFlag(int flag) = 0;
};
class ResourceSystem {
public:
ResourceSystem(IllusionsEngine *vm);
~ResourceSystem();
void addResourceLoader(uint32 resTypeId, BaseResourceLoader *resourceLoader);
// TODO Handle threadId in caller as well as pausing of timer
void loadResource(uint32 resId, uint32 sceneId, uint32 threadId);
void unloadResourceById(uint32 resId);
void unloadResourcesBySceneId(uint32 sceneId);
void unloadSceneResources(uint32 sceneId1, uint32 sceneId2);
Resource *getResource(uint32 resId);
protected:
typedef Common::HashMap<uint32, BaseResourceLoader*> ResourceLoadersMap;
typedef ResourceLoadersMap::iterator ResourceLoadersMapIterator;
IllusionsEngine *_vm;
ResourceLoadersMap _resourceLoaders;
BaseResourceLoader *getResourceLoader(uint32 resId);
typedef Common::Array<Resource*> ResourcesArray;
typedef ResourcesArray::iterator ResourcesArrayIterator;
ResourcesArray _resources;
struct ResourceEqualById : public Common::UnaryFunction<const Resource*, bool> {
uint32 _resId;
ResourceEqualById(uint32 resId) : _resId(resId) {}
bool operator()(const Resource *resource) const {
return resource->_resId == _resId;
}
};
struct ResourceEqualByValue : public Common::UnaryFunction<const Resource*, bool> {
const Resource *_resource;
ResourceEqualByValue(const Resource *resource) : _resource(resource) {}
bool operator()(const Resource *resource) const {
return resource == _resource;
}
};
struct ResourceEqualBySceneId : public Common::UnaryFunction<const Resource*, bool> {
uint32 _sceneId;
ResourceEqualBySceneId(uint32 sceneId) : _sceneId(sceneId) {}
bool operator()(const Resource *resource) const {
return resource->_sceneId == _sceneId;
}
};
struct ResourceNotEqualByScenes : public Common::UnaryFunction<const Resource*, bool> {
uint32 _sceneId1, _sceneId2;
ResourceNotEqualByScenes(uint32 sceneId1, uint32 sceneId2) : _sceneId1(sceneId1), _sceneId2(sceneId2) {}
bool operator()(const Resource *resource) const {
return resource->_sceneId != _sceneId1 && resource->_sceneId != _sceneId2;
}
};
void unloadResource(Resource *resource);
};
} // End of namespace Illusions
#endif // ILLUSIONS_RESOURCESYSTEM_H
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