FileSystem.h (10333B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 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. 23 24 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. 25 26 =========================================================================== 27 */ 28 29 #ifndef __FILESYSTEM_H__ 30 #define __FILESYSTEM_H__ 31 32 /* 33 =============================================================================== 34 35 File System 36 37 No stdio calls should be used by any part of the game, because of all sorts 38 of directory and separator char issues. Throughout the game a forward slash 39 should be used as a separator. The file system takes care of the conversion 40 to an OS specific separator. The file system treats all file and directory 41 names as case insensitive. 42 43 The following cvars store paths used by the file system: 44 45 "fs_basepath" path to local install 46 "fs_savepath" path to config, save game, etc. files, read & write 47 48 The base path for file saving can be set to "fs_savepath" or "fs_basepath". 49 50 =============================================================================== 51 */ 52 53 static const ID_TIME_T FILE_NOT_FOUND_TIMESTAMP = (ID_TIME_T)-1; 54 static const int MAX_OSPATH = 256; 55 56 // modes for OpenFileByMode 57 typedef enum { 58 FS_READ = 0, 59 FS_WRITE = 1, 60 FS_APPEND = 2 61 } fsMode_t; 62 63 typedef enum { 64 FIND_NO, 65 FIND_YES 66 } findFile_t; 67 68 // file list for directory listings 69 class idFileList { 70 friend class idFileSystemLocal; 71 public: 72 const char * GetBasePath() const { return basePath; } 73 int GetNumFiles() const { return list.Num(); } 74 const char * GetFile( int index ) const { return list[index]; } 75 const idStrList & GetList() const { return list; } 76 77 private: 78 idStr basePath; 79 idStrList list; 80 }; 81 82 class idFileSystem { 83 public: 84 virtual ~idFileSystem() {} 85 // Initializes the file system. 86 virtual void Init() = 0; 87 // Restarts the file system. 88 virtual void Restart() = 0; 89 // Shutdown the file system. 90 virtual void Shutdown( bool reloading ) = 0; 91 // Returns true if the file system is initialized. 92 virtual bool IsInitialized() const = 0; 93 // Lists files with the given extension in the given directory. 94 // Directory should not have either a leading or trailing '/' 95 // The returned files will not include any directories or '/' unless fullRelativePath is set. 96 // The extension must include a leading dot and may not contain wildcards. 97 // If extension is "/", only subdirectories will be returned. 98 virtual idFileList * ListFiles( const char *relativePath, const char *extension, bool sort = false, bool fullRelativePath = false, const char* gamedir = NULL ) = 0; 99 // Lists files in the given directory and all subdirectories with the given extension. 100 // Directory should not have either a leading or trailing '/' 101 // The returned files include a full relative path. 102 // The extension must include a leading dot and may not contain wildcards. 103 virtual idFileList * ListFilesTree( const char *relativePath, const char *extension, bool sort = false, const char* gamedir = NULL ) = 0; 104 // Frees the given file list. 105 virtual void FreeFileList( idFileList *fileList ) = 0; 106 // Converts a relative path to a full OS path. 107 virtual const char * OSPathToRelativePath( const char *OSPath ) = 0; 108 // Converts a full OS path to a relative path. 109 virtual const char * RelativePathToOSPath( const char *relativePath, const char *basePath = "fs_basepath" ) = 0; 110 // Builds a full OS path from the given components. 111 virtual const char * BuildOSPath( const char *base, const char *game, const char *relativePath ) = 0; 112 virtual const char * BuildOSPath( const char *base, const char *relativePath ) = 0; 113 // Creates the given OS path for as far as it doesn't exist already. 114 virtual void CreateOSPath( const char *OSPath ) = 0; 115 // Reads a complete file. 116 // Returns the length of the file, or -1 on failure. 117 // A null buffer will just return the file length without loading. 118 // A null timestamp will be ignored. 119 // As a quick check for existance. -1 length == not present. 120 // A 0 byte will always be appended at the end, so string ops are safe. 121 // The buffer should be considered read-only, because it may be cached for other uses. 122 virtual int ReadFile( const char *relativePath, void **buffer, ID_TIME_T *timestamp = NULL ) = 0; 123 // Frees the memory allocated by ReadFile. 124 virtual void FreeFile( void *buffer ) = 0; 125 // Writes a complete file, will create any needed subdirectories. 126 // Returns the length of the file, or -1 on failure. 127 virtual int WriteFile( const char *relativePath, const void *buffer, int size, const char *basePath = "fs_savepath" ) = 0; 128 // Removes the given file. 129 virtual void RemoveFile( const char *relativePath ) = 0; 130 // Removes the specified directory. 131 virtual bool RemoveDir( const char * relativePath ) = 0; 132 // Renames a file, taken from idTech5 (minus the fsPath_t) 133 virtual bool RenameFile( const char * relativePath, const char * newName, const char * basePath = "fs_savepath" ) = 0; 134 // Opens a file for reading. 135 virtual idFile * OpenFileRead( const char *relativePath, bool allowCopyFiles = true, const char* gamedir = NULL ) = 0; 136 // Opens a file for reading, reads the file completely in memory and returns an idFile_Memory obj. 137 virtual idFile * OpenFileReadMemory( const char *relativePath, bool allowCopyFiles = true, const char* gamedir = NULL ) = 0; 138 // Opens a file for writing, will create any needed subdirectories. 139 virtual idFile * OpenFileWrite( const char *relativePath, const char *basePath = "fs_savepath" ) = 0; 140 // Opens a file for writing at the end. 141 virtual idFile * OpenFileAppend( const char *filename, bool sync = false, const char *basePath = "fs_basepath" ) = 0; 142 // Opens a file for reading, writing, or appending depending on the value of mode. 143 virtual idFile * OpenFileByMode( const char *relativePath, fsMode_t mode ) = 0; 144 // Opens a file for reading from a full OS path. 145 virtual idFile * OpenExplicitFileRead( const char *OSPath ) = 0; 146 // Opens a file for writing to a full OS path. 147 virtual idFile * OpenExplicitFileWrite( const char *OSPath ) = 0; 148 // opens a zip container 149 virtual idFile_Cached * OpenExplicitPakFile( const char *OSPath ) = 0; 150 // Closes a file. 151 virtual void CloseFile( idFile *f ) = 0; 152 // look for a dynamic module 153 virtual void FindDLL( const char *basename, char dllPath[ MAX_OSPATH ] ) = 0; 154 155 // don't use for large copies - allocates a single memory block for the copy 156 virtual void CopyFile( const char *fromOSPath, const char *toOSPath ) = 0; 157 158 // look for a file in the loaded paks or the addon paks 159 // if the file is found in addons, FS's internal structures are ready for a reloadEngine 160 virtual findFile_t FindFile( const char *path ) = 0; 161 162 // ignore case and seperator char distinctions 163 virtual bool FilenameCompare( const char *s1, const char *s2 ) const = 0; 164 165 // This is just handy 166 ID_TIME_T GetTimestamp( const char * relativePath ) { 167 ID_TIME_T timestamp = FILE_NOT_FOUND_TIMESTAMP; 168 if ( relativePath == NULL || relativePath[ 0 ] == '\0' ) { 169 return timestamp; 170 } 171 ReadFile( relativePath, NULL, ×tamp ); 172 return timestamp; 173 } 174 175 // Returns length of file, -1 if no file exists 176 virtual int GetFileLength( const char * relativePath ) = 0; 177 178 virtual sysFolder_t IsFolder( const char * relativePath, const char *basePath = "fs_basepath" ) = 0; 179 180 // resource tracking and related things 181 virtual void EnableBackgroundCache( bool enable ) = 0; 182 virtual void BeginLevelLoad( const char *name, char *_blockBuffer, int _blockBufferSize ) = 0; 183 virtual void EndLevelLoad() = 0; 184 virtual bool InProductionMode() = 0; 185 virtual bool UsingResourceFiles() = 0; 186 virtual void UnloadMapResources( const char *name ) = 0; 187 virtual void UnloadResourceContainer( const char *name ) = 0; 188 virtual void StartPreload( const idStrList &_preload ) = 0; 189 virtual void StopPreload() = 0; 190 virtual int ReadFromBGL( idFile *_resourceFile, void * _buffer, int _offset, int _len ) = 0; 191 virtual bool IsBinaryModel( const idStr & resName ) const = 0; 192 virtual bool IsSoundSample( const idStr & resName ) const = 0; 193 virtual bool GetResourceCacheEntry( const char *fileName, idResourceCacheEntry &rc ) = 0; 194 virtual void FreeResourceBuffer() = 0; 195 virtual void AddImagePreload( const char *resName, int filter, int repeat, int usage, int cube ) = 0; 196 virtual void AddSamplePreload( const char *resName ) = 0; 197 virtual void AddModelPreload( const char *resName ) = 0; 198 virtual void AddAnimPreload( const char *resName ) = 0; 199 virtual void AddParticlePreload( const char *resName ) = 0; 200 virtual void AddCollisionPreload( const char *resName ) = 0; 201 202 }; 203 204 extern idFileSystem * fileSystem; 205 206 #endif /* !__FILESYSTEM_H__ */