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https://github.com/ZDoom/raze-gles.git
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a15ac43722
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
225 lines
5.9 KiB
C++
225 lines
5.9 KiB
C++
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#ifndef __RESFILE_H
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#define __RESFILE_H
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#include <limits.h>
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#include "files.h"
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struct LumpFilterInfo
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{
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TArray<FString> gameTypeFilter; // this can contain multiple entries
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FString dotFilter;
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// The following are for checking if the root directory of a zip can be removed.
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TArray<FString> reservedFolders;
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TArray<FString> requiredPrefixes;
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TArray<FString> embeddings;
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std::function<void()> postprocessFunc;
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};
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class FResourceFile;
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// [RH] Namespaces from BOOM.
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// These are needed here in the low level part so that WAD files can be properly set up.
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typedef enum {
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ns_hidden = -1,
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ns_global = 0,
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ns_sprites,
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ns_flats,
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ns_colormaps,
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ns_acslibrary,
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ns_newtextures,
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ns_bloodraw, // no longer used - kept for ZScript.
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ns_bloodsfx, // no longer used - kept for ZScript.
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ns_bloodmisc, // no longer used - kept for ZScript.
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ns_strifevoices,
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ns_hires,
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ns_voxels,
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// These namespaces are only used to mark lumps in special subdirectories
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// so that their contents doesn't interfere with the global namespace.
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// searching for data in these namespaces works differently for lumps coming
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// from Zips or other files.
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ns_specialzipdirectory,
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ns_sounds,
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ns_patches,
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ns_graphics,
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ns_music,
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ns_firstskin,
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} namespace_t;
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enum ELumpFlags
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{
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LUMPF_MAYBEFLAT = 1, // might be a flat outside F_START/END
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LUMPF_FULLPATH = 2, // contains a full path. This will trigger extended namespace checks when looking up short names.
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LUMPF_EMBEDDED = 4, // marks an embedded resource file for later processing.
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LUMPF_SHORTNAME = 8, // the stored name is a short extension-less name
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LUMPF_COMPRESSED = 16, // compressed or encrypted, i.e. cannot be read with the container file's reader.
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};
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// This holds a compresed Zip entry with all needed info to decompress it.
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struct FCompressedBuffer
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{
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unsigned mSize;
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unsigned mCompressedSize;
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int mMethod;
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int mZipFlags;
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unsigned mCRC32;
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char *mBuffer;
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bool Decompress(char *destbuffer);
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void Clean()
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{
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mSize = mCompressedSize = 0;
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if (mBuffer != nullptr)
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{
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delete[] mBuffer;
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mBuffer = nullptr;
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}
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}
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};
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struct FResourceLump
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{
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friend class FResourceFile;
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friend class FWadFile; // this still needs direct access.
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int LumpSize;
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int RefCount;
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protected:
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FString FullName;
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public:
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uint8_t Flags;
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char * Cache;
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FResourceFile * Owner;
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FResourceLump()
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{
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Cache = NULL;
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Owner = NULL;
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Flags = 0;
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RefCount = 0;
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}
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virtual ~FResourceLump();
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virtual FileReader *GetReader();
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virtual FileReader NewReader();
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virtual int GetFileOffset() { return -1; }
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virtual int GetIndexNum() const { return -1; }
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virtual int GetNamespace() const { return 0; }
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void LumpNameSetup(FString iname);
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void CheckEmbedded(LumpFilterInfo* lfi);
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virtual FCompressedBuffer GetRawData();
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void *Lock(); // validates the cache and increases the refcount.
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int Unlock(); // decreases the refcount and frees the buffer
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unsigned Size() const{ return LumpSize; }
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int LockCount() const { return RefCount; }
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const char* getName() { return FullName.GetChars(); }
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protected:
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virtual int FillCache() { return -1; }
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};
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class FResourceFile
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{
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public:
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FileReader Reader;
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FString FileName;
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protected:
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uint32_t NumLumps;
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FString Hash;
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FResourceFile(const char *filename);
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FResourceFile(const char *filename, FileReader &r);
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// for archives that can contain directories
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void GenerateHash();
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void PostProcessArchive(void *lumps, size_t lumpsize, LumpFilterInfo *filter);
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private:
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uint32_t FirstLump;
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int FilterLumps(FString filtername, void *lumps, size_t lumpsize, uint32_t max);
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int FilterLumpsByGameType(LumpFilterInfo *filter, void *lumps, size_t lumpsize, uint32_t max);
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bool FindPrefixRange(FString filter, void *lumps, size_t lumpsize, uint32_t max, uint32_t &start, uint32_t &end);
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void JunkLeftoverFilters(void *lumps, size_t lumpsize, uint32_t max);
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static FResourceFile *DoOpenResourceFile(const char *filename, FileReader &file, bool quiet, bool containeronly, LumpFilterInfo* filter);
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public:
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static FResourceFile *OpenResourceFile(const char *filename, FileReader &file, bool quiet = false, bool containeronly = false, LumpFilterInfo* filter = nullptr);
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static FResourceFile *OpenResourceFile(const char *filename, bool quiet = false, bool containeronly = false, LumpFilterInfo* filter = nullptr);
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static FResourceFile *OpenDirectory(const char *filename, bool quiet = false, LumpFilterInfo* filter = nullptr);
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virtual ~FResourceFile();
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// If this FResourceFile represents a directory, the Reader object is not usable so don't return it.
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FileReader *GetReader() { return Reader.isOpen()? &Reader : nullptr; }
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uint32_t LumpCount() const { return NumLumps; }
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uint32_t GetFirstEntry() const { return FirstLump; }
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void SetFirstLump(uint32_t f) { FirstLump = f; }
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const FString &GetHash() const { return Hash; }
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virtual FResourceLump *GetLump(int no) = 0;
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FResourceLump *FindLump(const char *name);
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};
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struct FUncompressedLump : public FResourceLump
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{
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int Position;
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virtual FileReader *GetReader();
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virtual int FillCache();
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virtual int GetFileOffset() { return Position; }
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};
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// Base class for uncompressed resource files (WAD, GRP, PAK and single lumps)
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class FUncompressedFile : public FResourceFile
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{
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protected:
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TArray<FUncompressedLump> Lumps;
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FUncompressedFile(const char *filename);
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FUncompressedFile(const char *filename, FileReader &r);
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virtual FResourceLump *GetLump(int no) { return ((unsigned)no < NumLumps)? &Lumps[no] : NULL; }
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};
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struct FExternalLump : public FResourceLump
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{
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FString Filename;
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FExternalLump(const char *_filename, int filesize = -1);
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virtual int FillCache();
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};
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struct FMemoryLump : public FResourceLump
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{
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FMemoryLump(const void* data, int length)
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{
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RefCount = INT_MAX / 2;
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LumpSize = length;
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Cache = new char[length];
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memcpy(Cache, data, length);
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}
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virtual int FillCache() override
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{
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RefCount = INT_MAX / 2; // Make sure it never counts down to 0 by resetting it to something high each time it is used.
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return 1;
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}
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};
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#endif
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