wolf3d-ios/wolf3d/code/env/filesystem.h

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/*
Copyright (C) 2004-2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
Copyright (C) 1997-2001 Id Software, Inc.
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 (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* filesystem.h: Interface to filesystem layer.
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
*
* Acknowledgement:
* This code was derived from Quake II, and was originally
* written by Id Software, Inc.
*
*/
/*
Notes:
This module is implemented by files.c.
*/
#ifndef __FILESYSTEM_H__
#define __FILESYSTEM_H__
#include "arch.h"
#define MAX_GAMEPATH 256 // max length of a game pathname
#define MAX_OSPATH 256 // max length of a filesystem pathname
extern void FS_InitFilesystem(void);
extern char *FS_Gamedir(void);
//extern char *FS_ForceGamedir(void); //gsh
/////////////////////////////////////////////////////////////////////
//
// PORTABLE FILE SYSTEM SERVICES
//
/////////////////////////////////////////////////////////////////////
typedef struct
{
FILE *hFile;
/* Following is used when the file is loaded into memory */
_boolean bLoaded; /* Was file loaded into memory? */
W32 filesize; /* Size of file data in bytes */
W8 *ptrStart; /* pointer to start of file data block */
W8 *ptrCurrent; /* pointer to current position in file data block */
W8 *ptrEnd; /* pointer to end of file data block */
void *filedata; /* file data loaded into memory */
} filehandle_t;
/* Desired Access Flags */
#define DA_GENERIC_READ 0x01
#define DA_GENERIC_WRITE 0x02
/* Flags and Attributes */
#define FA_FILE_FLAG_LOAD 0x01
#define FA_FILE_FLAG_CACHE 0x02
#define FA_FILE_IPHONE_DOC_DIR 0x04
extern filehandle_t *FS_OpenFile( const char *filename, W32 FlagsAndAttributes );
extern void FS_CloseFile( filehandle_t *fhandle );
// note: this can't be called from another DLL, due to MS libc issues
extern SW32 FS_ReadFile( void *buffer, W32 size, W32 count, filehandle_t *fhandle );
extern SW32 FS_FileTell( filehandle_t *fhandle );
extern W32 FS_FileSeek( filehandle_t *fhandle, SW32 offset, W32 origin );
extern SW32 FS_GetFileSize( filehandle_t *fhandle );
extern void *FS_GetLoadedFilePointer( filehandle_t *fhandle, W32 origin );
extern void FS_CreatePath( char *path );
extern void FS_FilePath( char *in, char *out );
extern char *FS_SkipPath( char *pathname );
/////////////////////////////////////////////////////////////////////
//
// NON-PORTABLE FILE SYSTEM SERVICES
//
/////////////////////////////////////////////////////////////////////
extern W8 FS_CreateDirectory( const char *dirname );
extern W8 FS_ChangeCurrentDirectory( const char *path );
extern _boolean FS_DeleteFile( const char *filename );
extern _boolean FS_RemoveDirectory( const char *pathname );
// directory/file attributes
#define FA_ARCH 0x01
#define FA_HIDDEN 0x02
#define FA_RDONLY 0x04
#define FA_DIR 0x08
#define FA_SYSTEM 0x10
// pass in an attribute mask of things you wish to REJECT
extern char *FS_FindFirst( const char *path, W32 musthave, W32 canthave );
extern char *FS_FindNext( W32 musthave, W32 canthave );
extern void FS_FindClose( void );
#endif /* __FILESYSTEM_H__ */