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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.
*
*/
/*
* 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<Resource *>::iterator _iterator; ///< Points to the resource position in the LRU list
};
} // End of namespace Sword25
#endif
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