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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.
*
* $URL$
* $Id$
*/
#ifndef SWORD25_RESOURCEMANAGER_H
#define SWORD25_RESOURCEMANAGER_H
// Includes
#include "common/list.h"
#include "sword25/kernel/common.h"
namespace Sword25 {
// Class definitions
class BS_ResourceService;
class BS_Resource;
class BS_Kernel;
class BS_ResourceManager {
friend class BS_Kernel;
public:
/**
* Returns a requested resource. If any error occurs, returns NULL
* @param FileName Filename of resource
*/
BS_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<int>(m_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.
*/
BS_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(BS_ResourceService* pService);
/**
* Releases all resources that are not locked.
**/
void EmptyCache();
/**
* Returns the maximum memory the kernel has used
*/
int GetMaxMemoryUsage() const { return m_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(unsigned int MaxMemoryUsage);
/**
* Specifies whether a warning is written to the log when a cache miss occurs.
* THe default value is "false".
*/
bool IsLogCacheMiss() const { return m_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) { m_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
*/
BS_ResourceManager(BS_Kernel* pKernel) :
m_KernelPtr(pKernel),
m_MaxMemoryUsage(100000000),
m_LogCacheMiss(false)
{};
virtual ~BS_ResourceManager();
enum
{
HASH_TABLE_BUCKETS = 256
};
/**
* Moves a resource to the top of the resource list
* @param pResource The resource
*/
void MoveToFront(BS_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
*
*/
BS_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<BS_Resource*>::iterator DeleteResource(BS_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 zur�ck, oder NULL, wenn die Resourcen nicht geladen ist.
*/
BS_Resource *GetResource(const Common::String &UniqueFileName) const;
/**
* Deletes resources as necessary until the specified memory limit is not being exceeded.
*/
void DeleteResourcesIfNecessary();
BS_Kernel * m_KernelPtr;
unsigned int m_MaxMemoryUsage;
Common::Array<BS_ResourceService *> m_ResourceServices;
Common::List<BS_Resource *> m_Resources;
Common::List<BS_Resource *> m_ResourceHashTable[HASH_TABLE_BUCKETS];
bool m_LogCacheMiss;
};
} // End of namespace Sword25
#endif
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