warzone2100/lib/framework/frameresource.h

140 lines
5.1 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*! \file
* \brief Resource file processing functions
*/
#ifndef _frameresource_h
#define _frameresource_h
#include "lib/framework/frame.h"
/** Maximum number of characters in a resource type. */
#define RESTYPE_MAXCHAR 20
/** Maximum number of characters in a resource ID. */
#define RESID_MAXCHAR 40
/** Function pointer for a function that loads from a memory buffer. */
typedef bool (*RES_BUFFERLOAD)(const char *pBuffer, UDWORD size, void **pData);
/** Function pointer for a function that loads from a filename. */
typedef bool (*RES_FILELOAD)(const char *pFile, void **pData);
/** Function pointer for releasing a resource loaded by the above functions. */
typedef void (*RES_FREE)(void *pData);
/** callback type for resload display callback. */
typedef void (*RESLOAD_CALLBACK)(void);
struct RES_DATA
{
void *pData; // pointer to the acutal data
SDWORD blockID; // which of the blocks is it in (so we can clear some of them...)
UDWORD HashedID; // hashed version of the name of the id
RES_DATA * psNext; // next entry - most likely to be following on!
UDWORD usage; // Reference count
// ID of the resource - filename from the .wrf - e.g. "TRON.PIE"
const char* aID;
};
// New reduced resource type ... specially for PSX
// These types are statically defined in data.c
struct RES_TYPE
{
// type is still needed on psx ... strings are defined in source - data.c (yak!)
char aType[RESTYPE_MAXCHAR]; // type string (e.g. "PIE" - just for debug use only, only aplicable when loading from wrf (not wdg)
RES_BUFFERLOAD buffLoad; // routine to process the data for this type
RES_FREE release; // routine to release the data (NULL indicates none)
// we must have a pointer to the data here so that we can do a resGetData();
RES_DATA *psRes; // Linked list of data items of this type
UDWORD HashedType; // hashed version of the name of the id - // a null hashedtype indicates end of list
RES_FILELOAD fileLoad; // This isn't really used any more ?
RES_TYPE * psNext;
};
/** Set the function to call when loading files with resloadfile. */
extern void resSetLoadCallback(RESLOAD_CALLBACK funcToCall);
/** Initialise the resource module. */
extern bool resInitialise(void);
/** Shutdown the resource module. */
extern void resShutDown(void);
/** Set the base resource directory. */
extern void resSetBaseDir(const char* pResDir);
extern void resForceBaseDir(const char* pResDir);
/** Parse the res file. */
bool resLoad(const char *pResFile, SDWORD blockID);
/** Release all the resources currently loaded and the resource load functions. */
extern void resReleaseAll(void);
/** Release the data for a particular block ID. */
extern void resReleaseBlockData(SDWORD blockID);
/** Release all the resources currently loaded but keep the resource load functions. */
extern void resReleaseAllData(void);
/** Add a buffer load and release function for a file type. */
extern bool resAddBufferLoad(const char *pType, RES_BUFFERLOAD buffLoad,
RES_FREE release);
/** Add a file name load and release function for a file type. */
extern bool resAddFileLoad(const char *pType, RES_FILELOAD fileLoad,
RES_FREE release);
/** Call the load function for a file. */
extern bool resLoadFile(const char *pType, const char *pFile);
/** Return the resource for a type and ID */
extern void *resGetDataFromHash(const char *pType, UDWORD HashedID);
extern void *resGetData(const char *pType, const char *pID);
extern bool resPresent(const char *pType, const char *pID);
void resToLower(char *pStr);
/** Return the HashedID string for a piece of data. */
extern bool resGetHashfromData(const char *pType, const void *pData, UDWORD *pHash);
/** Retrieve the resource ID string
* \param type the resource type string (e.g. "IMG", "IMD", "TEXPAGE", "WAV", etc.)
* \param data the resource pointer to retrieve the ID string for
* \return the from the ID string (usually its filename without directory)
* \note passing a NULL pointer for either \c type or \c data is valid (the result will be an empty string though)
*/
extern const char* resGetNamefromData(const char* type, const void *data);
/** Return last imd resource */
const char *GetLastResourceFilename(void) WZ_DECL_PURE;
/** Set the resource name of the last resource file loaded. */
void SetLastResourceFilename(const char *pName);
#endif // _frameresource_h