jkxr/Projects/Android/jni/OpenJK/code/qcommon/stringed_interface.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

232 lines
5.4 KiB
C++

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
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, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// Filename:- stringed_interface.cpp
//
// This file contains functions that StringEd wants to call to do things like load/save, they can be modified
// for use ingame, but must remain functionally the same...
//
// Please try and put modifications for whichever games this is used for inside #defines, so I can copy the same file
// into each project.
//
//////////////////////////////////////////////////
//
// stuff common to all qcommon files...
#include "../server/server.h"
#include "q_shared.h"
#include "qcommon.h"
//
//////////////////////////////////////////////////
#include "stringed_interface.h"
#include "stringed_ingame.h"
#include <string>
#ifdef _STRINGED
#include <stdlib.h>
#include <memory.h>
#include "generic.h"
#endif
// this just gets the binary of the file into memory, so I can parse it. Called by main SGE loader
//
// returns either char * of loaded file, else NULL for failed-to-open...
//
unsigned char *SE_LoadFileData( const char *psFileName, int *piLoadedLength /* = 0 */)
{
unsigned char *psReturn = NULL;
if ( piLoadedLength )
{
*piLoadedLength = 0;
}
#ifdef _STRINGED
if (psFileName[1] == ':')
{
// full-path filename...
//
FILE *fh = fopen( psFileName, "rb" );
if (fh)
{
long lLength = filesize(fh);
if (lLength > 0)
{
psReturn = (unsigned char *) malloc( lLength + 1);
if (psReturn)
{
int iBytesRead = fread( psReturn, 1, lLength, fh );
if (iBytesRead != lLength)
{
// error reading file!!!...
//
free(psReturn);
psReturn = NULL;
}
else
{
psReturn[ lLength ] = '\0';
if ( piLoadedLength )
{
*piLoadedLength = iBytesRead;
}
}
fclose(fh);
}
}
}
}
else
#endif
{
// local filename, so prepend the base dir etc according to game and load it however (from PAK?)
//
unsigned char *pvLoadedData;
int iLen = FS_ReadFile( psFileName, (void **)&pvLoadedData );
if (iLen>0)
{
psReturn = pvLoadedData;
if ( piLoadedLength )
{
*piLoadedLength = iLen;
}
}
}
return psReturn;
}
// called by main SGE code after loaded data has been parsedinto internal structures...
//
void SE_FreeFileDataAfterLoad( unsigned char *psLoadedFile )
{
#ifdef _STRINGED
if ( psLoadedFile )
{
free( psLoadedFile );
}
#else
if ( psLoadedFile )
{
FS_FreeFile( psLoadedFile );
}
#endif
}
#ifndef _STRINGED
// quake-style method of doing things since their file-list code doesn't have a 'recursive' flag...
//
int giFilesFound;
static void SE_R_ListFiles( const char *psExtension, const char *psDir, std::string &strResults )
{
// Com_Printf(va("Scanning Dir: %s\n",psDir));
char **sysFiles, **dirFiles;
int numSysFiles, i, numdirs;
dirFiles = FS_ListFiles( psDir, "/", &numdirs);
for (i=0;i<numdirs;i++)
{
if (dirFiles[i][0] && dirFiles[i][0] != '.') // skip blanks, plus ".", ".." etc
{
char sDirName[MAX_QPATH];
Com_sprintf(sDirName, sizeof(sDirName), "%s/%s", psDir, dirFiles[i]);
//
// for some reason the quake filesystem in this game now returns an extra slash on the end,
// didn't used to. Sigh...
//
if (sDirName[strlen(sDirName)-1] == '/')
{
sDirName[strlen(sDirName)-1] = '\0';
}
SE_R_ListFiles( psExtension, sDirName, strResults );
}
}
sysFiles = FS_ListFiles( psDir, psExtension, &numSysFiles );
for(i=0; i<numSysFiles; i++)
{
char sFilename[MAX_QPATH];
Com_sprintf(sFilename, sizeof(sFilename), "%s/%s", psDir, sysFiles[i]);
// Com_Printf("%sFound file: %s",!i?"\n":"",sFilename);
strResults += sFilename;
strResults += ';';
giFilesFound++;
// read it in...
//
/* byte *pbData = NULL;
int iSize = FS_ReadFile( sFilename, (void **)&pbData);
if (pbData)
{
FS_FreeFile( pbData );
}
*/
}
FS_FreeFileList( sysFiles );
FS_FreeFileList( dirFiles );
}
#endif
// replace this with a call to whatever your own code equivalent is.
//
// expected result is a ';'-delineated string (including last one) containing file-list search results
//
int SE_BuildFileList( const char *psStartDir, std::string &strResults )
{
#ifndef _STRINGED
giFilesFound = 0;
strResults = "";
SE_R_ListFiles( sSE_INGAME_FILE_EXTENSION, psStartDir, strResults );
return giFilesFound;
#else
// .ST files...
//
int iFilesFound = BuildFileList( va("%s\\*%s",psStartDir, sSE_INGAME_FILE_EXTENSION), // LPCSTR psPathAndFilter,
true // bool bRecurseSubDirs
);
extern string strResult;
strResults = strResult;
return iFilesFound;
#endif
}
/////////////////////// eof ///////////////////////