mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-25 05:21:39 +00:00
206 lines
10 KiB
C++
206 lines
10 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 __FILESYSTEM_H__
|
|
#define __FILESYSTEM_H__
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
File System
|
|
|
|
No stdio calls should be used by any part of the game, because of all sorts
|
|
of directory and separator char issues. Throughout the game a forward slash
|
|
should be used as a separator. The file system takes care of the conversion
|
|
to an OS specific separator. The file system treats all file and directory
|
|
names as case insensitive.
|
|
|
|
The following cvars store paths used by the file system:
|
|
|
|
"fs_basepath" path to local install
|
|
"fs_savepath" path to config, save game, etc. files, read & write
|
|
|
|
The base path for file saving can be set to "fs_savepath" or "fs_basepath".
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
static const ID_TIME_T FILE_NOT_FOUND_TIMESTAMP = (ID_TIME_T)-1;
|
|
static const int MAX_OSPATH = 256;
|
|
|
|
// modes for OpenFileByMode
|
|
typedef enum {
|
|
FS_READ = 0,
|
|
FS_WRITE = 1,
|
|
FS_APPEND = 2
|
|
} fsMode_t;
|
|
|
|
typedef enum {
|
|
FIND_NO,
|
|
FIND_YES
|
|
} findFile_t;
|
|
|
|
// file list for directory listings
|
|
class idFileList {
|
|
friend class idFileSystemLocal;
|
|
public:
|
|
const char * GetBasePath() const { return basePath; }
|
|
int GetNumFiles() const { return list.Num(); }
|
|
const char * GetFile( int index ) const { return list[index]; }
|
|
const idStrList & GetList() const { return list; }
|
|
|
|
private:
|
|
idStr basePath;
|
|
idStrList list;
|
|
};
|
|
|
|
class idFileSystem {
|
|
public:
|
|
virtual ~idFileSystem() {}
|
|
// Initializes the file system.
|
|
virtual void Init() = 0;
|
|
// Restarts the file system.
|
|
virtual void Restart() = 0;
|
|
// Shutdown the file system.
|
|
virtual void Shutdown( bool reloading ) = 0;
|
|
// Returns true if the file system is initialized.
|
|
virtual bool IsInitialized() const = 0;
|
|
// Lists files with the given extension in the given directory.
|
|
// Directory should not have either a leading or trailing '/'
|
|
// The returned files will not include any directories or '/' unless fullRelativePath is set.
|
|
// The extension must include a leading dot and may not contain wildcards.
|
|
// If extension is "/", only subdirectories will be returned.
|
|
virtual idFileList * ListFiles( const char *relativePath, const char *extension, bool sort = false, bool fullRelativePath = false, const char* gamedir = NULL ) = 0;
|
|
// Lists files in the given directory and all subdirectories with the given extension.
|
|
// Directory should not have either a leading or trailing '/'
|
|
// The returned files include a full relative path.
|
|
// The extension must include a leading dot and may not contain wildcards.
|
|
virtual idFileList * ListFilesTree( const char *relativePath, const char *extension, bool sort = false, const char* gamedir = NULL ) = 0;
|
|
// Frees the given file list.
|
|
virtual void FreeFileList( idFileList *fileList ) = 0;
|
|
// Converts a relative path to a full OS path.
|
|
virtual const char * OSPathToRelativePath( const char *OSPath ) = 0;
|
|
// Converts a full OS path to a relative path.
|
|
virtual const char * RelativePathToOSPath( const char *relativePath, const char *basePath = "fs_basepath" ) = 0;
|
|
// Builds a full OS path from the given components.
|
|
virtual const char * BuildOSPath( const char *base, const char *game, const char *relativePath ) = 0;
|
|
virtual const char * BuildOSPath( const char *base, const char *relativePath ) = 0;
|
|
// Creates the given OS path for as far as it doesn't exist already.
|
|
virtual void CreateOSPath( const char *OSPath ) = 0;
|
|
// Reads a complete file.
|
|
// Returns the length of the file, or -1 on failure.
|
|
// A null buffer will just return the file length without loading.
|
|
// A null timestamp will be ignored.
|
|
// As a quick check for existance. -1 length == not present.
|
|
// A 0 byte will always be appended at the end, so string ops are safe.
|
|
// The buffer should be considered read-only, because it may be cached for other uses.
|
|
virtual int ReadFile( const char *relativePath, void **buffer, ID_TIME_T *timestamp = NULL ) = 0;
|
|
// Frees the memory allocated by ReadFile.
|
|
virtual void FreeFile( void *buffer ) = 0;
|
|
// Writes a complete file, will create any needed subdirectories.
|
|
// Returns the length of the file, or -1 on failure.
|
|
virtual int WriteFile( const char *relativePath, const void *buffer, int size, const char *basePath = "fs_savepath" ) = 0;
|
|
// Removes the given file.
|
|
virtual void RemoveFile( const char *relativePath ) = 0;
|
|
// Removes the specified directory.
|
|
virtual bool RemoveDir( const char * relativePath ) = 0;
|
|
// Renames a file, taken from idTech5 (minus the fsPath_t)
|
|
virtual bool RenameFile( const char * relativePath, const char * newName, const char * basePath = "fs_savepath" ) = 0;
|
|
// Opens a file for reading.
|
|
virtual idFile * OpenFileRead( const char *relativePath, bool allowCopyFiles = true, const char* gamedir = NULL ) = 0;
|
|
// Opens a file for reading, reads the file completely in memory and returns an idFile_Memory obj.
|
|
virtual idFile * OpenFileReadMemory( const char *relativePath, bool allowCopyFiles = true, const char* gamedir = NULL ) = 0;
|
|
// Opens a file for writing, will create any needed subdirectories.
|
|
virtual idFile * OpenFileWrite( const char *relativePath, const char *basePath = "fs_savepath" ) = 0;
|
|
// Opens a file for writing at the end.
|
|
virtual idFile * OpenFileAppend( const char *filename, bool sync = false, const char *basePath = "fs_basepath" ) = 0;
|
|
// Opens a file for reading, writing, or appending depending on the value of mode.
|
|
virtual idFile * OpenFileByMode( const char *relativePath, fsMode_t mode ) = 0;
|
|
// Opens a file for reading from a full OS path.
|
|
virtual idFile * OpenExplicitFileRead( const char *OSPath ) = 0;
|
|
// Opens a file for writing to a full OS path.
|
|
virtual idFile * OpenExplicitFileWrite( const char *OSPath ) = 0;
|
|
// opens a zip container
|
|
virtual idFile_Cached * OpenExplicitPakFile( const char *OSPath ) = 0;
|
|
// Closes a file.
|
|
virtual void CloseFile( idFile *f ) = 0;
|
|
// look for a dynamic module
|
|
virtual void FindDLL( const char *basename, char dllPath[ MAX_OSPATH ] ) = 0;
|
|
|
|
// don't use for large copies - allocates a single memory block for the copy
|
|
virtual void CopyFile( const char *fromOSPath, const char *toOSPath ) = 0;
|
|
|
|
// look for a file in the loaded paks or the addon paks
|
|
// if the file is found in addons, FS's internal structures are ready for a reloadEngine
|
|
virtual findFile_t FindFile( const char *path ) = 0;
|
|
|
|
// ignore case and seperator char distinctions
|
|
virtual bool FilenameCompare( const char *s1, const char *s2 ) const = 0;
|
|
|
|
// This is just handy
|
|
ID_TIME_T GetTimestamp( const char * relativePath ) {
|
|
ID_TIME_T timestamp = FILE_NOT_FOUND_TIMESTAMP;
|
|
if ( relativePath == NULL || relativePath[ 0 ] == '\0' ) {
|
|
return timestamp;
|
|
}
|
|
ReadFile( relativePath, NULL, ×tamp );
|
|
return timestamp;
|
|
}
|
|
|
|
// Returns length of file, -1 if no file exists
|
|
virtual int GetFileLength( const char * relativePath ) = 0;
|
|
|
|
virtual sysFolder_t IsFolder( const char * relativePath, const char *basePath = "fs_basepath" ) = 0;
|
|
|
|
// resource tracking and related things
|
|
virtual void EnableBackgroundCache( bool enable ) = 0;
|
|
virtual void BeginLevelLoad( const char *name, char *_blockBuffer, int _blockBufferSize ) = 0;
|
|
virtual void EndLevelLoad() = 0;
|
|
virtual bool InProductionMode() = 0;
|
|
virtual bool UsingResourceFiles() = 0;
|
|
virtual void UnloadMapResources( const char *name ) = 0;
|
|
virtual void UnloadResourceContainer( const char *name ) = 0;
|
|
virtual void StartPreload( const idStrList &_preload ) = 0;
|
|
virtual void StopPreload() = 0;
|
|
virtual int ReadFromBGL( idFile *_resourceFile, void * _buffer, int _offset, int _len ) = 0;
|
|
virtual bool IsBinaryModel( const idStr & resName ) const = 0;
|
|
virtual bool IsSoundSample( const idStr & resName ) const = 0;
|
|
virtual bool GetResourceCacheEntry( const char *fileName, idResourceCacheEntry &rc ) = 0;
|
|
virtual void FreeResourceBuffer() = 0;
|
|
virtual void AddImagePreload( const char *resName, int filter, int repeat, int usage, int cube ) = 0;
|
|
virtual void AddSamplePreload( const char *resName ) = 0;
|
|
virtual void AddModelPreload( const char *resName ) = 0;
|
|
virtual void AddAnimPreload( const char *resName ) = 0;
|
|
virtual void AddParticlePreload( const char *resName ) = 0;
|
|
virtual void AddCollisionPreload( const char *resName ) = 0;
|
|
|
|
};
|
|
|
|
extern idFileSystem * fileSystem;
|
|
|
|
#endif /* !__FILESYSTEM_H__ */
|