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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_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 BS_Resource;
class BS_ResourceService : public BS_Service {
public:
BS_ResourceService(BS_Kernel* pKernel) : BS_Service(pKernel)
{
BS_ResourceManager* pResource = pKernel->GetResourceManager();
pResource->RegisterResourceService(this);
}
virtual ~BS_ResourceService() {}
/**
* Loads a resource
* @return Returns the resource if successful, otherwise NULL
*/
virtual BS_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
char *PatternCopy = (char *)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
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