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xash3d-fwgs/filesystem/filesystem_internal.h

262 lines
9.2 KiB
C

/*
filesystem.h - engine FS
Copyright (C) 2003-2006 Mathieu Olivier
Copyright (C) 2000-2007 DarkPlaces contributors
Copyright (C) 2007 Uncle Mike
Copyright (C) 2015-2023 Xash3D FWGS contributors
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 3 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.
*/
#ifndef FILESYSTEM_INTERNAL_H
#define FILESYSTEM_INTERNAL_H
#include <stdlib.h>
#include "xash3d_types.h"
#include "filesystem.h"
#if XASH_ANDROID
#include <android/asset_manager.h>
#endif
#ifdef __cplusplus
extern "C"
{
#endif
typedef struct searchpath_s searchpath_t;
typedef struct dir_s dir_t;
typedef struct zip_s zip_t;
typedef struct pack_s pack_t;
typedef struct wfile_s wfile_t;
typedef struct android_assets_s android_assets_t;
#define FILE_BUFF_SIZE (2048)
struct file_s
{
int handle; // file descriptor
int ungetc; // single stored character from ungetc, cleared to EOF when read
time_t filetime; // pak, wad or real filetime
searchpath_t *searchpath;
fs_offset_t real_length; // uncompressed file size (for files opened in "read" mode)
fs_offset_t position; // current position in the file
fs_offset_t offset; // offset into the package (0 if external file)
// contents buffer
fs_offset_t buff_ind; // buffer current index
fs_offset_t buff_len; // buffer current length
byte buff[FILE_BUFF_SIZE]; // intermediate buffer
#ifdef XASH_REDUCE_FD
const char *backup_path;
fs_offset_t backup_position;
uint backup_options;
#endif
};
typedef enum searchpathtype_e
{
SEARCHPATH_PLAIN = 0,
SEARCHPATH_PAK,
SEARCHPATH_WAD,
SEARCHPATH_ZIP,
SEARCHPATH_PK3DIR, // it's actually a plain directory but it must behave like a ZIP archive,
SEARCHPATH_ANDROID_ASSETS
} searchpathtype_t;
typedef struct stringlist_s
{
// maxstrings changes as needed, causing reallocation of strings[] array
int maxstrings;
int numstrings;
char **strings;
} stringlist_t;
typedef struct searchpath_s
{
string filename;
searchpathtype_t type;
int flags;
union
{
dir_t *dir;
pack_t *pack;
wfile_t *wad;
zip_t *zip;
android_assets_t *assets;
};
struct searchpath_s *next;
void (*pfnPrintInfo)( struct searchpath_s *search, char *dst, size_t size );
void (*pfnClose)( struct searchpath_s *search );
file_t *(*pfnOpenFile)( struct searchpath_s *search, const char *filename, const char *mode, int pack_ind );
int (*pfnFileTime)( struct searchpath_s *search, const char *filename );
int (*pfnFindFile)( struct searchpath_s *search, const char *path, char *fixedname, size_t len );
void (*pfnSearch)( struct searchpath_s *search, stringlist_t *list, const char *pattern, int caseinsensitive );
byte *(*pfnLoadFile)( struct searchpath_s *search, const char *path, int pack_ind, fs_offset_t *filesize, void *( *pfnAlloc )( size_t ), void ( *pfnFree )( void * ));
} searchpath_t;
typedef searchpath_t *(*FS_ADDARCHIVE_FULLPATH)( const char *path, int flags );
typedef struct fs_archive_s
{
const char *ext;
int type;
FS_ADDARCHIVE_FULLPATH pfnAddArchive_Fullpath;
qboolean load_wads; // load wads from this archive
qboolean real_archive;
} fs_archive_t;
extern fs_globals_t FI;
extern searchpath_t *fs_writepath;
extern poolhandle_t fs_mempool;
extern fs_interface_t g_engfuncs;
extern qboolean fs_ext_path;
extern char fs_rodir[MAX_SYSPATH];
extern char fs_rootdir[MAX_SYSPATH];
extern const fs_api_t g_api;
extern const fs_archive_t g_archives[];
#define GI FI.GameInfo
#define Mem_Malloc( pool, size ) _Mem_Alloc( pool, size, false, __FILE__, __LINE__ )
#define Mem_Calloc( pool, size ) _Mem_Alloc( pool, size, true, __FILE__, __LINE__ )
#define Mem_Realloc( pool, ptr, size ) g_engfuncs._Mem_Realloc( pool, ptr, size, true, __FILE__, __LINE__ )
#define Mem_Free( mem ) _Mem_Free( mem, __FILE__, __LINE__ )
#define Mem_AllocPool( name ) g_engfuncs._Mem_AllocPool( name, __FILE__, __LINE__ )
#define Mem_FreePool( pool ) g_engfuncs._Mem_FreePool( pool, __FILE__, __LINE__ )
#define Con_Printf (*g_engfuncs._Con_Printf)
#define Con_DPrintf (*g_engfuncs._Con_DPrintf)
#define Con_Reportf (*g_engfuncs._Con_Reportf)
#define Sys_Error (*g_engfuncs._Sys_Error)
#define Sys_GetNativeObject (*g_engfuncs._Sys_GetNativeObject)
//
// filesystem.c
//
qboolean FS_InitStdio( qboolean caseinsensitive, const char *rootdir, const char *basedir, const char *gamedir, const char *rodir );
void FS_ShutdownStdio( void );
searchpath_t *FS_AddArchive_Fullpath( const fs_archive_t *archive, const char *file, int flags );
void _Mem_Free( void *data, const char *filename, int fileline );
void *_Mem_Alloc( poolhandle_t poolptr, size_t size, qboolean clear, const char *filename, int fileline )
ALLOC_CHECK( 2 ) MALLOC_LIKE( _Mem_Free, 1 ) WARN_UNUSED_RESULT;
// search path utils
void FS_Rescan( void );
void FS_ClearSearchPath( void );
void FS_AllowDirectPaths( qboolean enable );
void FS_AddGameDirectory( const char *dir, uint flags );
void FS_AddGameHierarchy( const char *dir, uint flags );
search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly )
MALLOC_LIKE( _Mem_Free, 1 ) WARN_UNUSED_RESULT;
int FS_SetCurrentDirectory( const char *path );
void FS_Path_f( void );
// gameinfo utils
void FS_LoadGameInfo( const char *rootfolder );
// file ops
int FS_Close( file_t *file );
file_t *FS_Open( const char *filepath, const char *mode, qboolean gamedironly )
MALLOC_LIKE( FS_Close, 1 ) WARN_UNUSED_RESULT;
fs_offset_t FS_Write( file_t *file, const void *data, size_t datasize );
fs_offset_t FS_Read( file_t *file, void *buffer, size_t buffersize );
int FS_Seek( file_t *file, fs_offset_t offset, int whence );
fs_offset_t FS_Tell( file_t *file );
qboolean FS_Eof( file_t *file );
int FS_Flush( file_t *file );
int FS_Gets( file_t *file, char *string, size_t bufsize );
int FS_UnGetc( file_t *file, char c );
int FS_Getc( file_t *file );
int FS_VPrintf( file_t *file, const char *format, va_list ap );
int FS_Printf( file_t *file, const char *format, ... ) _format( 2 );
int FS_Print( file_t *file, const char *msg );
fs_offset_t FS_FileLength( file_t *f );
qboolean FS_FileCopy( file_t *pOutput, file_t *pInput, int fileSize );
// file buffer ops
byte *FS_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly )
MALLOC_LIKE( _Mem_Free, 1 ) WARN_UNUSED_RESULT;
byte *FS_LoadFileMalloc( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly )
MALLOC_LIKE( free, 1 ) WARN_UNUSED_RESULT;
byte *FS_LoadDirectFile( const char *path, fs_offset_t *filesizeptr )
MALLOC_LIKE( _Mem_Free, 1 ) WARN_UNUSED_RESULT;
qboolean FS_WriteFile( const char *filename, const void *data, fs_offset_t len );
// file hashing
qboolean CRC32_File( dword *crcvalue, const char *filename );
qboolean MD5_HashFile( byte digest[16], const char *pszFileName, uint seed[4] );
// stringlist ops
void stringlistinit( stringlist_t *list );
void stringlistfreecontents( stringlist_t *list );
void stringlistappend( stringlist_t *list, const char *text );
void stringlistsort( stringlist_t *list );
void listdirectory( stringlist_t *list, const char *path );
// filesystem ops
int FS_FileExists( const char *filename, int gamedironly );
int FS_FileTime( const char *filename, qboolean gamedironly );
fs_offset_t FS_FileSize( const char *filename, qboolean gamedironly );
qboolean FS_Rename( const char *oldname, const char *newname );
qboolean FS_Delete( const char *path );
qboolean FS_SysFileExists( const char *path );
const char *FS_GetDiskPath( const char *name, qboolean gamedironly );
qboolean FS_GetFullDiskPath( char *buffer, size_t size, const char *name, qboolean gamedironly );
void FS_CreatePath( char *path );
qboolean FS_SysFolderExists( const char *path );
qboolean FS_SysFileOrFolderExists( const char *path );
file_t *FS_OpenReadFile( const char *filename, const char *mode, qboolean gamedironly );
int FS_SysFileTime( const char *filename );
file_t *FS_OpenHandle( searchpath_t *search, int handle, fs_offset_t offset, fs_offset_t len );
file_t *FS_SysOpen( const char *filepath, const char *mode );
searchpath_t *FS_FindFile( const char *name, int *index, char *fixedname, size_t len, qboolean gamedironly );
qboolean FS_FullPathToRelativePath( char *dst, const char *src, size_t size );
//
// pak.c
//
searchpath_t *FS_AddPak_Fullpath( const char *pakfile, int flags );
//
// wad.c
//
searchpath_t *FS_AddWad_Fullpath( const char *wadfile, int flags );
//
// zip.c
//
searchpath_t *FS_AddZip_Fullpath( const char *zipfile, int flags );
//
// dir.c
//
searchpath_t *FS_AddDir_Fullpath( const char *path, int flags );
qboolean FS_FixFileCase( dir_t *dir, const char *path, char *dst, const size_t len, qboolean createpath );
void FS_InitDirectorySearchpath( searchpath_t *search, const char *path, int flags );
//
// android.c
//
void FS_InitAndroid( void );
searchpath_t *FS_AddAndroidAssets_Fullpath( const char *path, int flags );
#ifdef __cplusplus
}
#endif
#endif // FILESYSTEM_INTERNAL_H