doom3-bfg/neo/framework/File_Resource.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __FILE_RESOURCE_H__
#define __FILE_RESOURCE_H__
/*
==============================================================
Resource containers
==============================================================
*/
class idResourceCacheEntry {
public:
idResourceCacheEntry() {
Clear();
}
void Clear() {
filename.Empty();
//filename = NULL;
offset = 0;
length = 0;
containerIndex = 0;
}
size_t Read( idFile *f ) {
size_t sz = f->ReadString( filename );
sz += f->ReadBig( offset );
sz += f->ReadBig( length );
return sz;
}
size_t Write( idFile *f ) {
size_t sz = f->WriteString( filename );
sz += f->WriteBig( offset );
sz += f->WriteBig( length );
return sz;
}
idStrStatic< 256 > filename;
int offset; // into the resource file
int length;
uint8 containerIndex;
};
static const uint32 RESOURCE_FILE_MAGIC = 0xD000000D;
class idResourceContainer {
friend class idFileSystemLocal;
//friend class idReadSpawnThread;
public:
idResourceContainer() {
resourceFile = NULL;
tableOffset = 0;
tableLength = 0;
resourceMagic = 0;
numFileResources = 0;
}
~idResourceContainer() {
delete resourceFile;
cacheTable.Clear();
}
bool Init( const char * fileName, uint8 containerIndex );
static void WriteResourceFile( const char *fileName, const idStrList &manifest, const bool &_writeManifest );
static void WriteManifestFile( const char *name, const idStrList &list );
static int ReadManifestFile( const char *filename, idStrList &list );
static void ExtractResourceFile ( const char * fileName, const char * outPath, bool copyWavs );
static void UpdateResourceFile( const char *filename, const idStrList &filesToAdd );
idFile *OpenFile( const char *fileName );
const char * GetFileName() const { return fileName.c_str(); }
void SetContainerIndex( const int & _idx );
void ReOpen();
private:
idStrStatic< 256 > fileName;
idFile * resourceFile; // open file handle
// offset should probably be a 64 bit value for development, but 4 gigs won't fit on
// a DVD layer, so it isn't a retail limitation.
int tableOffset; // table offset
int tableLength; // table length
int resourceMagic; // magic
int numFileResources; // number of file resources in this container
idList< idResourceCacheEntry, TAG_RESOURCE> cacheTable;
idHashIndex cacheHash;
};
#endif /* !__FILE_RESOURCE_H__ */