/** * 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.model.assets.AssetDescriptor; /** * A platform-independent description of an asset in the runtime environment * * @param <T> The type of the {@link AssetDescriptor} */ public interface RuntimeAsset<T extends AssetDescriptor> { /** * Load the actual asset into memory * * @return True if the asset was loaded correctly */ boolean loadAsset(); /** * Free the memory resources used by the asset */ void freeMemory(); /** * Returns true if the asset is loaded * * @return true if the asset is loaded */ boolean isLoaded(); /** * Set the descriptor of the asset * * @param descriptor the {@link AssetDescriptor} */ void setDescriptor(T descriptor); /** * @return Returns the asset descriptor for this runtime asset */ T getAssetDescriptor(); /** * Refreshes the asset (normally used to refresh those assets that change * with localization) */ void refresh(); }