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/* 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/>.
*
*/
#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<num>.snd' in the outer Glk layer
*/
class SoundSubfolder : public Common::Archive {
private:
Common::FSNode _folder;
typedef Common::HashMap<Common::Path, Common::String, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> 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<num>.snd' in the outer Glk layer
*/
class SoundZip : public Common::Archive {
private:
Common::Archive *_zip;
typedef Common::HashMap<Common::Path, Common::Path, Common::Path::IgnoreCase_Hash, Common::Path::IgnoreCase_EqualTo> 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
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