1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160
|
/* 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 <http://www.gnu.org/licenses/>.
*
*/
//=============================================================================
//
// Asset manager class for reading and writing game resources.
//-----------------------------------------------------------------------------
//
// The code is based on CLIB32, by Chris Jones (1998-99), DJGPP implementation
// of the CLIB reader.
//
//-----------------------------------------------------------------------------
// TODO: consider replace/merge with PhysFS library in the future.
//
// TODO: support streams that work on a file subsection, limited by size,
// to avoid having to return an asset size separately from a stream.
// TODO: return stream as smart pointer.
//
//=============================================================================
#ifndef AGS_SHARED_CORE_ASSET_MANAGER_H
#define AGS_SHARED_CORE_ASSET_MANAGER_H
#include "common/stream.h"
#include "common/std/functional.h"
#include "common/std/memory.h"
#include "ags/shared/core/asset.h"
#include "ags/shared/util/file.h" // TODO: extract filestream mode constants or introduce generic ones
namespace AGS3 {
namespace AGS {
namespace Shared {
class Stream;
struct MultiFileLib;
enum AssetSearchPriority {
kAssetPriorityDir,
kAssetPriorityLib
};
enum AssetError {
kAssetNoError = 0,
kAssetErrNoLibFile = -1, // library file not found or can't be read
kAssetErrLibParse = -2, // bad library file format or read error
kAssetErrNoManager = -6, // asset manager not initialized
};
/**
* AssetPath combines asset name and optional library filter, that serves to narrow down the search
*/
struct AssetPath {
String Name;
String Filter;
AssetPath(const String &name = "", const String &filter = "") : Name(name), Filter(filter) {
}
};
class AssetManager {
public:
AssetManager() = default;
~AssetManager() {
RemoveAllLibraries();
}
// Test if given file is main data file
static bool IsDataFile(const String &data_file);
// Read data file table of contents into provided struct
static AssetError ReadDataFileTOC(const String &data_file, AssetLibInfo &lib);
// Sets asset search priority (in which order manager will search available locations)
void SetSearchPriority(AssetSearchPriority priority);
// Gets current asset search priority
AssetSearchPriority GetSearchPriority() const;
// Add library location to the list of asset locations
AssetError AddLibrary(const String &path, const AssetLibInfo **lib = nullptr);
// Add library location, specifying comma-separated list of filters;
// if library was already added before, this method will overwrite the filters only
AssetError AddLibrary(const String &path, const String &filters, const AssetLibInfo **lib = nullptr);
// Remove library location from the list of asset locations
void RemoveLibrary(const String &path);
// Removes all libraries
void RemoveAllLibraries();
size_t GetLibraryCount() const;
const AssetLibInfo *GetLibraryInfo(size_t index) const;
// Tells whether asset exists in any of the registered search locations
bool DoesAssetExist(const String &asset_name, const String &filter = "") const;
inline bool DoesAssetExist(const AssetPath &apath) const {
return DoesAssetExist(apath.Name, apath.Filter);
}
// Searches in all the registered locations and collects a list of
// assets using given wildcard pattern
void FindAssets(std::vector<String> &assets, const String &wildcard,
const String &filter = "") const;
// Open asset stream in the given work mode; returns null if asset is not found or cannot be opened
// This method only searches in libraries that do not have any defined filters
Stream *OpenAsset(const String &asset_name) const;
// Open asset stream, providing a single filter to search in matching libraries
Stream *OpenAsset(const String &asset_name, const String &filter) const;
inline Stream *OpenAsset(const AssetPath &apath) const {
return OpenAsset(apath.Name, apath.Filter);
}
// Open asset stream in the given work mode; returns null if asset is not found or cannot be opened
// This method only searches in libraries that do not have any defined filters
Common::SeekableReadStream *OpenAssetStream(const String &asset_name) const;
// Open asset stream, providing a single filter to search in matching libraries
Common::SeekableReadStream *OpenAssetStream(const String &asset_name, const String &filter) const;
private:
// AssetLibEx combines library info with extended internal data required for the manager
struct AssetLibEx : AssetLibInfo {
std::vector<String> Filters; // asset filters this library is matching to
std::vector<String> RealLibFiles; // fixed up library filenames
bool TestFilter(const String &filter) const;
};
// Loads library and registers its contents into the cache
AssetError RegisterAssetLib(const String &path, AssetLibEx *&lib);
// Tries to find asset in the given location, and then opens a stream for reading
Stream *OpenAssetFromLib(const AssetLibEx *lib, const String &asset_name) const;
Stream *OpenAssetFromDir(const AssetLibEx *lib, const String &asset_name) const;
std::vector<AssetLibEx *> _libs;
std::vector<AssetLibEx *> _activeLibs;
AssetSearchPriority _libsPriority = kAssetPriorityDir;
// Sorting function, depends on priority setting
bool (*_libsSorter)(const AssetLibInfo *, const AssetLibInfo *);
};
String GetAssetErrorText(AssetError err);
} // namespace Shared
} // namespace AGS
} // namespace AGS3
#endif
|