144 lines
4.1 KiB
C
144 lines
4.1 KiB
C
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/****************************************************************************
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Copyright (c) 2009, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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//------------------------------------------------------------------------------
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/**
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@class Base::GameContentServerBase
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The game content server initializes access to game content on console
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platforms. The GameContentServer must be created by the main thread
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before the first IoServer is created.
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*/
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#include "core/refcounted.h"
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#include "core/singleton.h"
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//------------------------------------------------------------------------------
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namespace Base
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{
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class GameContentServerBase : public Core::RefCounted
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{
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__DeclareClass(GameContentServerBase);
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__DeclareImageSingleton(GameContentServerBase);
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public:
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/// constructor
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GameContentServerBase();
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/// destructor
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virtual ~GameContentServerBase();
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/// set human readable game title
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void SetTitle(const Util::String& title);
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/// get human readable game title
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const Util::String& GetTitle() const;
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/// set title id
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void SetTitleId(const Util::String& titleId);
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/// get title id
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const Util::String& GetTitleId() const;
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/// set title version
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void SetVersion(const Util::String& version);
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/// get title version
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const Util::String& GetVersion() const;
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/// setup the object
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void Setup();
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/// discard the object
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void Discard();
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/// return true if object has been setup
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bool IsValid() const;
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protected:
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Util::String title;
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Util::String titleId;
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Util::String version;
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bool isValid;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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GameContentServerBase::IsValid() const
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{
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return this->isValid;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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GameContentServerBase::SetTitle(const Util::String& t)
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{
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this->title = t;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Util::String&
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GameContentServerBase::GetTitle() const
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{
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return this->title;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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GameContentServerBase::SetTitleId(const Util::String& tid)
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{
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this->titleId = tid;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Util::String&
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GameContentServerBase::GetTitleId() const
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{
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return this->titleId;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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GameContentServerBase::SetVersion(const Util::String& v)
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{
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this->version = v;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Util::String&
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GameContentServerBase::GetVersion() const
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{
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return this->version;
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}
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} // namespace Base
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//------------------------------------------------------------------------------
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