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188 lines
7.4 KiB
C++
188 lines
7.4 KiB
C++
//========= Copyright <20> 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef FILESYSTEM_H
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#define FILESYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "archtypes.h" // DAL
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#include "interface.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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typedef void * FileHandle_t;
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typedef int FileFindHandle_t;
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typedef int WaitForResourcesHandle_t;
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//-----------------------------------------------------------------------------
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// Enums used by the interface
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//-----------------------------------------------------------------------------
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#ifndef FILESYSTEM_INTERNAL_H
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typedef enum
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{
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FILESYSTEM_SEEK_HEAD = 0,
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FILESYSTEM_SEEK_CURRENT,
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FILESYSTEM_SEEK_TAIL,
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} FileSystemSeek_t;
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enum
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{
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FILESYSTEM_INVALID_FIND_HANDLE = -1
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};
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typedef enum
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{
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// Don't print anything
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FILESYSTEM_WARNING_QUIET = 0,
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// On shutdown, report names of files left unclosed
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FILESYSTEM_WARNING_REPORTUNCLOSED,
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// Report number of times a file was opened, closed
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FILESYSTEM_WARNING_REPORTUSAGE,
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// Report all open/close events to console ( !slow! )
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FILESYSTEM_WARNING_REPORTALLACCESSES
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} FileWarningLevel_t;
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#define FILESYSTEM_INVALID_HANDLE ( FileHandle_t )0
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#endif
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// turn off any windows defines
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#undef GetCurrentDirectory
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//-----------------------------------------------------------------------------
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// Purpose: Main file system interface
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//-----------------------------------------------------------------------------
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class IFileSystem : public IBaseInterface
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{
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public:
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// Mount and unmount the filesystem
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virtual void Mount(void) = 0;
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virtual void Unmount(void) = 0;
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// Remove all search paths (including write path?)
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virtual void RemoveAllSearchPaths( void ) = 0;
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// Add paths in priority order (mod dir, game dir, ....)
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// If one or more .pak files are in the specified directory, then they are
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// added after the file system path
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// If the path is the relative path to a .bsp file, then any previous .bsp file
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// override is cleared and the current .bsp is searched for an embedded PAK file
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// and this file becomes the highest priority search path ( i.e., it's looked at first
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// even before the mod's file system path ).
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virtual void AddSearchPath( const char *pPath, const char *pathID ) = 0;
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virtual bool RemoveSearchPath( const char *pPath ) = 0;
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// Deletes a file
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virtual void RemoveFile( const char *pRelativePath, const char *pathID ) = 0;
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// this isn't implementable on STEAM as is.
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virtual void CreateDirHierarchy( const char *path, const char *pathID ) = 0;
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// File I/O and info
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virtual bool FileExists( const char *pFileName ) = 0;
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virtual bool IsDirectory( const char *pFileName ) = 0;
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// opens a file
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// if pathID is NULL, all paths will be searched for the file
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virtual FileHandle_t Open( const char *pFileName, const char *pOptions, const char *pathID = 0L ) = 0;
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virtual void Close( FileHandle_t file ) = 0;
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virtual void Seek( FileHandle_t file, int pos, FileSystemSeek_t seekType ) = 0;
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virtual unsigned int Tell( FileHandle_t file ) = 0;
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virtual unsigned int Size( FileHandle_t file ) = 0;
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virtual unsigned int Size( const char *pFileName ) = 0;
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virtual long GetFileTime( const char *pFileName ) = 0;
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virtual void FileTimeToString( char* pStrip, int maxCharsIncludingTerminator, long fileTime ) = 0;
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virtual bool IsOk( FileHandle_t file ) = 0;
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virtual void Flush( FileHandle_t file ) = 0;
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virtual bool EndOfFile( FileHandle_t file ) = 0;
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virtual int Read( void* pOutput, int size, FileHandle_t file ) = 0;
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virtual int Write( void const* pInput, int size, FileHandle_t file ) = 0;
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virtual char *ReadLine( char *pOutput, int maxChars, FileHandle_t file ) = 0;
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virtual int FPrintf( FileHandle_t file, char *pFormat, ... ) = 0;
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// direct filesystem buffer access
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// returns a handle to a buffer containing the file data
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// this is the optimal way to access the complete data for a file,
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// since the file preloader has probably already got it in memory
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virtual void *GetReadBuffer( FileHandle_t file, int *outBufferSize, bool failIfNotInCache ) = 0;
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virtual void ReleaseReadBuffer( FileHandle_t file, void *readBuffer ) = 0;
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// FindFirst/FindNext
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virtual const char *FindFirst( const char *pWildCard, FileFindHandle_t *pHandle, const char *pathID = 0L ) = 0;
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virtual const char *FindNext( FileFindHandle_t handle ) = 0;
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virtual bool FindIsDirectory( FileFindHandle_t handle ) = 0;
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virtual void FindClose( FileFindHandle_t handle ) = 0;
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virtual void GetLocalCopy( const char *pFileName ) = 0;
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virtual const char *GetLocalPath( const char *pFileName, char *pLocalPath, int localPathBufferSize ) = 0;
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// Note: This is sort of a secondary feature; but it's really useful to have it here
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virtual char *ParseFile( char* pFileBytes, char* pToken, bool* pWasQuoted ) = 0;
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// Returns true on success ( based on current list of search paths, otherwise false if
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// it can't be resolved )
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virtual bool FullPathToRelativePath( const char *pFullpath, char *pRelative ) = 0;
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// Gets the current working directory
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virtual bool GetCurrentDirectory( char* pDirectory, int maxlen ) = 0;
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// Dump to printf/OutputDebugString the list of files that have not been closed
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virtual void PrintOpenedFiles( void ) = 0;
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virtual void SetWarningFunc( void (*pfnWarning)( const char *fmt, ... ) ) = 0;
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virtual void SetWarningLevel( FileWarningLevel_t level ) = 0;
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virtual void LogLevelLoadStarted( const char *name ) = 0;
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virtual void LogLevelLoadFinished( const char *name ) = 0;
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virtual int HintResourceNeed( const char *hintlist, int forgetEverything ) = 0;
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virtual int PauseResourcePreloading( void ) = 0;
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virtual int ResumeResourcePreloading( void ) = 0;
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virtual int SetVBuf( FileHandle_t stream, char *buffer, int mode, long size ) = 0;
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virtual void GetInterfaceVersion( char *p, int maxlen ) = 0;
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virtual bool IsFileImmediatelyAvailable(const char *pFileName) = 0;
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// starts waiting for resources to be available
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// returns FILESYSTEM_INVALID_HANDLE if there is nothing to wait on
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virtual WaitForResourcesHandle_t WaitForResources( const char *resourcelist ) = 0;
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// get progress on waiting for resources; progress is a float [0, 1], complete is true on the waiting being done
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// returns false if no progress is available
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// any calls after complete is true or on an invalid handle will return false, 0.0f, true
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virtual bool GetWaitForResourcesProgress( WaitForResourcesHandle_t handle, float *progress /* out */ , bool *complete /* out */ ) = 0;
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// cancels a progress call
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virtual void CancelWaitForResources( WaitForResourcesHandle_t handle ) = 0;
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// returns true if the appID has all its caches fully preloaded
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virtual bool IsAppReadyForOfflinePlay( int appID ) = 0;
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// interface for custom pack files > 4Gb
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virtual bool AddPackFile( const char *fullpath, const char *pathID ) = 0;
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// open a file but force the data to come from the steam cache, NOT from disk
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virtual FileHandle_t OpenFromCacheForRead( const char *pFileName, const char *pOptions, const char *pathID = 0L ) = 0;
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virtual void AddSearchPathNoWrite( const char *pPath, const char *pathID ) = 0;
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};
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// Steam3/Src compat
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#define IBaseFileSystem IFileSystem
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#define FILESYSTEM_INTERFACE_VERSION "VFileSystem009"
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#endif // FILESYSTEM_H
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