doom3-bfg/neo/framework/File_Resource.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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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
{
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public:
idResourceCacheEntry()
{
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Clear();
}
void Clear()
{
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filename.Empty();
//filename = NULL;
offset = 0;
length = 0;
containerIndex = 0;
}
size_t Read( idFile* f )
{
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size_t sz = f->ReadString( filename );
sz += f->ReadBig( offset );
sz += f->ReadBig( length );
return sz;
}
size_t Write( idFile* f )
{
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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
{
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friend class idFileSystemLocal;
//friend class idReadSpawnThread;
public:
idResourceContainer()
{
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resourceFile = NULL;
tableOffset = 0;
tableLength = 0;
resourceMagic = 0;
numFileResources = 0;
}
~idResourceContainer()
{
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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 );
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void ReOpen();
private:
idStrStatic< 256 > fileName;
idFile* resourceFile; // open file handle
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// 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__ */