/*
* upkg: tool for manipulating Unreal Tournament packages.
- * Copyright (C) 2009 Nick Bowler
+ * Copyright © 2009-2011 Nick Bowler
*
- * This program is free software; you can redistribute it and/or modify
+ * This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#ifndef UOBJECT_LOADABLE_H_
-#define UOBJECT_LOADABLE_H_
+#ifndef U_OBJECT_LOADABLE_H_
+#define U_OBJECT_LOADABLE_H_
#include <stdio.h>
#include <glib-object.h>
-#define UOBJECT_TYPE_LOADABLE (uobject_loadable_get_type())
-#define UOBJECT_LOADABLE(obj) G_TYPE_CHECK_INSTANCE_CAST(obj, \
- UOBJECT_TYPE_LOADABLE, UObjectLoadable)
-#define UOBJECT_IS_LOADABLE(obj) G_TYPE_CHECK_INSTANCE_TYPE(obj, \
- UOBJECT_TYPE_LOADABLE)
-#define UOBJECT_LOADABLE_GET_INTERFACE(inst) G_TYPE_INSTANCE_GET_INTERFACE \
- (inst, UOBJECT_TYPE_LOADABLE, UObjectLoadable)
+#define U_OBJECT_TYPE_LOADABLE (u_object_loadable_get_type())
+#define U_OBJECT_LOADABLE(obj) G_TYPE_CHECK_INSTANCE_CAST(obj, \
+ U_OBJECT_TYPE_LOADABLE, UObjectLoadable)
+#define U_OBJECT_IS_LOADABLE(obj) G_TYPE_CHECK_INSTANCE_TYPE(obj, \
+ U_OBJECT_TYPE_LOADABLE)
+#define U_OBJECT_LOADABLE_GET_INTERFACE(inst) G_TYPE_INSTANCE_GET_INTERFACE \
+ (inst, U_OBJECT_TYPE_LOADABLE, UObjectLoadable)
typedef struct UObjectLoadable UObjectLoadable;
+/*
+ * Interface for UObjects supporting "load" and "unload". These are generally
+ * objects that need to allocate large amounts of memory in order to be
+ * useful -- textures and sounds, for example -- where you might want to keep
+ * around instances but the actual texture or sound data is not needed.
+ */
struct UObjectLoadable {
GTypeInterface parent;
void (*unload)(GObject *obj);
};
-GType uobject_loadable_get_type(void);
+GType u_object_loadable_get_type(void);
-int uobject_load(GObject *obj);
-void uobject_unload(GObject *obj);
+int u_object_load(GObject *obj);
+void u_object_unload(GObject *obj);
#endif