/** * eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the * <e-UCM> research group. * * Copyright 2005-2010 <e-UCM> research group. * * You can access a list of all the contributors to eAdventure at: * http://e-adventure.e-ucm.es/contributors * * <e-UCM> is a research group of the Department of Software Engineering * and Artificial Intelligence at the Complutense University of Madrid * (School of Computer Science). * * C Profesor Jose Garcia Santesmases sn, * 28040 Madrid (Madrid), Spain. * * For more info please visit: <http://e-adventure.e-ucm.es> or * <http://www.e-ucm.es> * * **************************************************************************** * * This file is part of eAdventure, version 2.0 * * eAdventure 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 3 of the License, or * (at your option) any later version. * * eAdventure 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 eAdventure. If not, see <http://www.gnu.org/licenses/>. */ package es.eucm.ead.engine.assets; import es.eucm.ead.engine.assets.drawables.RuntimeDrawable; import es.eucm.ead.engine.assets.fonts.RuntimeFont; import es.eucm.ead.model.assets.AssetDescriptor; import es.eucm.ead.model.assets.drawable.EAdDrawable; import es.eucm.ead.model.assets.text.EAdFont; import es.eucm.ead.model.elements.scenes.Scene; import es.eucm.ead.model.interfaces.features.Resourced; import es.eucm.ead.tools.TextFileReader; import java.util.List; /** * <p> * Handler of the assets in the eAdventure engine * </p> * <p> * The class that implements this interfaces is in charge of loading the * different assets into the system, and possibly performing some platform * specific optimizations as necessary. * </p> */ public interface AssetHandler extends TextFileReader { /** * Terminate the asset handler, so resources are freed accordingly */ void terminate(); /** * Returns the runtime asset asset represented by the given id in the * element for the selected bundle * * @param element The element with the asset * @param bundleId The selected bundle * @param id The id of the asset * @return The platform-independent runtime asset * @see RuntimeAsset */ RuntimeAsset<?> getRuntimeAsset(Resourced element, String bundleId, String id); /** * Returns the runtime asset asset represented by the given id in the * element, with no asset bundle * * @param element The element with the asset * @param id The id of the asset * @return The platform-independent runtime asset * @see RuntimeAsset */ RuntimeAsset<?> getRuntimeAsset(Resourced element, String id); /** * Returns the runtime asset for a given asset descriptor * * @param <T> The type of the asset descriptor * @param descriptor The descriptor of the asset * @return The runtime asset * @see RuntimeAsset * @see AssetDescriptor */ <T extends AssetDescriptor> RuntimeAsset<T> getRuntimeAsset(T descriptor); /** * Returns the runtime asset for a given asset descriptor. It loads it if * parameter load is true. Otherwise, asset must be loaded through * {@link RuntimeAsset#loadAsset()} * * @param descriptor the asset descriptor * @param load if the asset must be loaded * @return the runtime asset */ <T extends AssetDescriptor> RuntimeAsset<T> getRuntimeAsset(T descriptor, boolean load); <T extends EAdDrawable> RuntimeDrawable<T> getDrawableAsset(T descriptor); /** * Returns the runtime font for the given font descriptor * * @param font font descriptor * @return the runtime font */ RuntimeFont getFont(EAdFont font); /** * Returns true if the adventure assets have been correctly loaded * * @return true if assets loaded */ boolean isLoaded(); /** * Frees and removes all the assets contained in the cache, except for the * ones in the exceptions list * * @param exceptions list with assets not to be deleted */ void clean(List<AssetDescriptor> exceptions); /** * Sets the resources location * * @param uri uri point to the resources locatin root */ void setResourcesLocation(String uri); /** * Returns a set of strings containing the text file in the given path. * Useful to read some configuration files at multi-platform level * * @param path textFile path * @return */ String getTextFile(String path); /** * Loads a text and passes it to a handle. This method should only be used * in special cases, wherever {@link AssetHandler#getTextFile(String)} is * not available * * @param path * @param textHandler */ void getTextfileAsync(String path, TextHandler textHandler); /** * Sets if the cache is enable for this asset handler. Cache is enabled by * default. * * @param enable */ void setCacheEnabled(boolean enable); /** * Queues the scene to load all its assets. This method DOES NOT load the * assets. {@link AssetHandler#loadStep()} must be used in order to do that. * * @param scene the scene whose assets must be loaded */ void queueSceneToLoad(Scene scene); /** * Loads one asset of the queue. * * @return if there are assets left to be loaded */ boolean loadStep(); /** * Clears the assets queue */ void clearAssetQueue(); /** * Returns if there's a file with the given path * * @param path * @return */ boolean fileExists(String path); public static interface TextHandler { void handle(String text); } /** * Refreshes the assets (normally used to refresh those assets that change * with localization) */ void refresh(); /** * Removes the asset descriptor from the cache, and frees whatever resources * its runtime asset had * * @param assetDescriptor */ void remove(AssetDescriptor assetDescriptor); /** * Sets the current language * * @param currentLanguage */ void setLanguage(String currentLanguage); /** * Returns how many elements are contained by the asset handler cache * * @return */ int getCacheSize(); void clean(); }