123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207 |
- /*
- ===========================================================================
- 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__ */
|