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engines/illusions/resourcesystem.h
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148
engines/illusions/resourcesystem.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ILLUSIONS_RESOURCESYSTEM_H
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#define ILLUSIONS_RESOURCESYSTEM_H
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#include "common/array.h"
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#include "common/file.h"
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#include "common/hashmap.h"
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#include "common/memstream.h"
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#include "common/str.h"
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#include "common/substream.h"
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#include "common/system.h"
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namespace Illusions {
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#define ResourceTypeId(x) ((x) & 0xFFFF0000)
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class BaseResourceLoader;
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class BaseResourceReader;
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class IllusionsEngine;
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struct Resource;
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class ResourceInstance {
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public:
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virtual void load(Resource *resource);
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virtual void unload();
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virtual void pause();
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virtual void unpause();
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virtual ~ResourceInstance();
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};
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struct Resource {
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bool _loaded;
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uint32 _resId;
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uint32 _sceneId;
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uint32 _threadId;
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byte *_data;
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uint32 _dataSize;
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int _gameId;
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Common::String _filename;
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ResourceInstance *_instance;
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Resource() : _loaded(false), _resId(0), _sceneId(0), _threadId(0), _data(0), _dataSize(0), _instance(0) {
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}
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~Resource() {
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if (_instance)
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_instance->unload();
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delete _instance;
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unloadData();
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}
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void loadData(BaseResourceReader *resReader);
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void unloadData();
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};
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enum {
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kRlfLoadFile,
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kRlfFreeDataAfterLoad
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};
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class BaseResourceLoader {
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public:
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virtual ~BaseResourceLoader() {}
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virtual void load(Resource *resource) = 0;
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virtual bool isFlag(int flag) = 0;
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};
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class ResourceSystem {
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public:
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ResourceSystem(IllusionsEngine *vm);
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~ResourceSystem();
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void addResourceLoader(uint32 resTypeId, BaseResourceLoader *resourceLoader);
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void loadResource(uint32 resId, uint32 sceneId, uint32 threadId);
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void unloadResourceById(uint32 resId);
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void unloadResourcesBySceneId(uint32 sceneId);
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void unloadSceneResources(uint32 sceneId1, uint32 sceneId2);
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void unloadAllResources();
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Resource *getResource(uint32 resId);
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protected:
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typedef Common::HashMap<uint32, BaseResourceLoader*> ResourceLoadersMap;
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typedef ResourceLoadersMap::iterator ResourceLoadersMapIterator;
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IllusionsEngine *_vm;
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ResourceLoadersMap _resourceLoaders;
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BaseResourceLoader *getResourceLoader(uint32 resId);
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typedef Common::Array<Resource*> ResourcesArray;
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typedef ResourcesArray::iterator ResourcesArrayIterator;
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ResourcesArray _resources;
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struct ResourceEqualById : public Common::UnaryFunction<const Resource*, bool> {
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uint32 _resId;
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ResourceEqualById(uint32 resId) : _resId(resId) {}
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bool operator()(const Resource *resource) const {
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return resource->_resId == _resId;
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}
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};
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struct ResourceEqualByValue : public Common::UnaryFunction<const Resource*, bool> {
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const Resource *_resource;
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ResourceEqualByValue(const Resource *resource) : _resource(resource) {}
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bool operator()(const Resource *resource) const {
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return resource == _resource;
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}
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};
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struct ResourceEqualBySceneId : public Common::UnaryFunction<const Resource*, bool> {
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uint32 _sceneId;
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ResourceEqualBySceneId(uint32 sceneId) : _sceneId(sceneId) {}
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bool operator()(const Resource *resource) const {
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return resource->_sceneId == _sceneId;
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}
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};
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struct ResourceNotEqualByScenes : public Common::UnaryFunction<const Resource*, bool> {
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uint32 _sceneId1, _sceneId2;
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ResourceNotEqualByScenes(uint32 sceneId1, uint32 sceneId2) : _sceneId1(sceneId1), _sceneId2(sceneId2) {}
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bool operator()(const Resource *resource) const {
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return resource->_sceneId != _sceneId1 && resource->_sceneId != _sceneId2;
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}
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};
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void unloadResource(Resource *resource);
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};
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} // End of namespace Illusions
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#endif // ILLUSIONS_RESOURCESYSTEM_H
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