/**
* 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();
}