Show Resource.h syntax highlighted
/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG *
*Copyright (C) 2006, Tony Sparks *
* *
*This library is free software; you can redistribute it and/or *
*modify it under the terms of the GNU Lesser General Public *
*License as published by the Free Software Foundation; either *
*version 2.1 of the License, or (at your option) any later version. *
* *
*This library 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 *
*Lesser General Public License for more details. *
* *
*You should have received a copy of the GNU Lesser General Public *
*License along with this library; if not, write to the Free Software *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
**************************************************************************************
*/
#pragma once
#include "mmanager.h"
#include "./render/image.h"
#include "./render/textureloader.h"
#include "./sound/soundsource.h"
#include "./sound/soundloader.h"
#include "Console.h"
/**
====================================
Resource Cache- is an easy to access
resource loader, does not contain any
references to actual resources, each
subsystem has its own resource management
====================================
*/
class Resource : public IMMObject
{
public:
Resource(void);
/** Load Images */
Image* LoadSingleImage(const std::string &s);
Image* LoadImages(const std::string &s, int r, int c);
/** Load a sound file */
SoundSource* LoadSound( const std::string &s );
/** Load a zip archive into memory */
void LoadArchive( const std::string &zip );
/** Number of sounds in cache */
int Sounds();
/** Number of textures in cache */
int Textures();
AUTO_SIZE;
private:
// Manage textures
TextureLoader m_textureLoader;
// For loading archives through the console
class LoadArchive_f : public ICommand
{
public:
LoadArchive_f() {};
~LoadArchive_f() {};
void Set(Resource* r) { m_res = r; };
// load an archive into memory
void Exec(std::string &s) {
m_res->LoadArchive( s );
};
private:
Resource* m_res;
};
Resource::LoadArchive_f loadArc_f;
public:
virtual ~Resource(void);
};
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