1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 //=============================================================================
24 //
25 // Functions related to finding and opening game assets.
26 //
27 //=============================================================================
28 
29 #ifndef AGS_ENGINE_AC_ASSET_HELPER_H
30 #define AGS_ENGINE_AC_ASSET_HELPER_H
31 
32 #include "ags/lib/std/memory.h"
33 #include "ags/lib/std/utility.h"
34 #include "ags/shared/util/string.h"
35 
36 namespace AGS3 {
37 
38 namespace AGS {
39 namespace Shared {
40 class Stream;
41 } // namespace Shared
42 } // namespace AGS
43 
44 using AGS::Shared::Stream;
45 using AGS::Shared::String;
46 
47 // Looks for valid asset library everywhere and returns path, or empty string if failed
48 String  find_assetlib(const String &filename);
49 
50 extern "C" {
51 	struct PACKFILE; // Allegro 4's own stream type
52 }
53 
54 // AssetPath combines asset name and optional library filter, that serves to narrow down the search
55 struct AssetPath {
56 	String Name;
57 	String Filter;
58 
NameAssetPath59 	AssetPath(const String &name = "", const String &filter = "") : Name(name), Filter(filter) {
60 	}
61 };
62 
63 // Returns the path to the audio asset, considering the given bundling type
64 AssetPath get_audio_clip_assetpath(int bundling_type, const String &filename);
65 // Returns the path to the voice-over asset
66 AssetPath get_voice_over_assetpath(const String &filename);
67 
68 // Locates asset among known locations, on success returns open stream and asset's size.
69 Stream *LocateAsset(const AssetPath &path, size_t &asset_size);
70 // Custom AGS PACKFILE user object
71 // TODO: it is preferrable to let our Stream define custom readable window instead,
72 // keeping this as simple as possible for now (we may require a stream classes overhaul).
73 struct AGS_PACKFILE_OBJ {
74 	std::unique_ptr<Stream> stream;
75 	size_t asset_size = 0u;
76 	size_t remains = 0u;
77 };
78 // Creates PACKFILE stream from AGS asset.
79 // This function is supposed to be used only when you have to create Allegro
80 // object, passing PACKFILE stream to constructor.
81 PACKFILE *PackfileFromAsset(const AssetPath &path, size_t &asset_size);
82 bool DoesAssetExistInLib(const AssetPath &assetname);
83 
84 } // namespace AGS3
85 
86 #endif
87