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engines/sword25/kernel/resource.h
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106
engines/sword25/kernel/resource.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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*
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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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*
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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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#ifndef SWORD25_RESOURCE_H
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#define SWORD25_RESOURCE_H
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#include "common/list.h"
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#include "common/str.h"
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#include "sword25/kernel/common.h"
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namespace Sword25 {
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class Kernel;
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class ResourceManager;
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class Resource {
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friend class ResourceManager;
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public:
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enum RESOURCE_TYPES {
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TYPE_UNKNOWN,
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TYPE_BITMAP,
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TYPE_ANIMATION,
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TYPE_SOUND,
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TYPE_FONT
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};
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Resource(const Common::String &uniqueFileName, RESOURCE_TYPES type);
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/**
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* Prevents the resource from being released.
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* @remarks This method allows a resource to be locked multiple times.
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**/
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void addReference() {
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++_refCount;
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}
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/**
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* Cancels a previous lock
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* @remarks The resource can still be released more times than it was 'locked', although it is
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* not recommended.
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**/
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void release();
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/**
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* Returns the current lock count for the resource
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* @return The current lock count
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**/
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int getLockCount() const {
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return _refCount;
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}
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/**
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* Returns the absolute path of the given resource
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*/
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const Common::String &getFileName() const {
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return _fileName;
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}
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/**
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* Returns a resource's type
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*/
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uint getType() const {
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return _type;
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}
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protected:
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virtual ~Resource() {}
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private:
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Common::String _fileName; ///< The absolute filename
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uint _refCount; ///< The number of locks
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uint _type; ///< The type of the resource
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Common::List<Resource *>::iterator _iterator; ///< Points to the resource position in the LRU list
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};
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} // End of namespace Sword25
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#endif
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