/* 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 GLK_ZCODE_SOUND_FOLDER_H #define GLK_ZCODE_SOUND_FOLDER_H #include "glk/zcode/frotz_types.h" #include "common/archive.h" #include "common/fs.h" #include "common/hashmap.h" namespace Glk { namespace ZCode { /** * Acts as an interface to an Infocom sound subfolder for the Lurking Horror or * Sherlock. Any file which ends with a number and '.snd' will be accessible as * 'sound.snd' in the outer Glk layer */ class SoundSubfolder : public Common::Archive { private: Common::FSNode _folder; typedef Common::HashMap FileMap; FileMap _filenames; private: /** * Constructor */ SoundSubfolder(const Common::FSNode &folder); public: /** * Checks for a sound subfolder, and if so, instantiates the class for it */ static void check(const Common::FSNode &gameDir); /** * Check if a member with the given name is present in the Archive. * Patterns are not allowed, as this is meant to be a quick File::exists() * replacement. */ bool hasFile(const Common::Path &path) const override; /** * Add all members of the Archive to list. * Must only append to list, and not remove elements from it. * * @return the number of names added to list */ int listMembers(Common::ArchiveMemberList &list) const override; /** * Returns a ArchiveMember representation of the given file. */ const Common::ArchiveMemberPtr getMember(const Common::Path &path) const override; /** * Create a stream bound to a member with the specified name in the * archive. If no member with this name exists, 0 is returned. * @return the newly created input stream */ Common::SeekableReadStream *createReadStreamForMember(const Common::Path &path) const override; }; /** * Acts as an interface to a Zip file from if-archive for the Lurking Horror or * Sherlock. Any file which ends with a number and '.snd' will be accessible as * 'sound.snd' in the outer Glk layer */ class SoundZip : public Common::Archive { private: Common::Archive *_zip; typedef Common::HashMap FileMap; FileMap _filenames; private: /** * Constructor */ SoundZip(Common::Archive *zip); public: /** * Checks for a sound subfolder, and if so, instantiates the class for it */ static void check(const Common::FSNode &gameDir, Story story); /** * Destructor */ ~SoundZip() override; /** * Check if a member with the given name is present in the Archive. * Patterns are not allowed, as this is meant to be a quick File::exists() * replacement. */ bool hasFile(const Common::Path &path) const override; /** * Add all members of the Archive to list. * Must only append to list, and not remove elements from it. * * @return the number of names added to list */ int listMembers(Common::ArchiveMemberList &list) const override; /** * Returns a ArchiveMember representation of the given file. */ const Common::ArchiveMemberPtr getMember(const Common::Path &path) const override; /** * Create a stream bound to a member with the specified name in the * archive. If no member with this name exists, 0 is returned. * @return the newly created input stream */ Common::SeekableReadStream *createReadStreamForMember(const Common::Path &path) const override; }; } // End of namespace ZCode } // End of namespace Glk #endif