/* 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 3 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, see . * */ #ifndef AWE_RESOURCE_NTH_H #define AWE_RESOURCE_NTH_H #include "awe/intern.h" namespace Awe { struct ResourceNth { virtual ~ResourceNth() { } virtual bool init() = 0; virtual uint8 *load(const char *name) = 0; virtual uint8 *loadBmp(int num) = 0; virtual void preloadDat(int part, int type, int num) {} virtual uint8 *loadDat(int num, uint8 *dst, uint32 *size) = 0; virtual uint8 *loadWav(int num, uint8 *dst, uint32 *size) = 0; virtual const char *getString(Language lang, int num) = 0; virtual const char *getMusicName(int num) = 0; virtual void getBitmapSize(int *w, int *h) = 0; static ResourceNth *create(int edition); }; } // namespace Awe #endif