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authorMirrorbot <mirrorbot@cogarr.net>2025-12-27 17:53:06 -0600
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+// Copyright (C) 2002-2012 Nikolaus Gebhardt
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#ifndef __I_FILE_SYSTEM_H_INCLUDED__
+#define __I_FILE_SYSTEM_H_INCLUDED__
+
+#include "IReferenceCounted.h"
+#include "IXMLReader.h"
+#include "IFileArchive.h"
+
+namespace irr
+{
+namespace video
+{
+ class IVideoDriver;
+} // end namespace video
+namespace io
+{
+
+class IReadFile;
+class IWriteFile;
+class IFileList;
+class IXMLWriter;
+class IAttributes;
+
+
+//! The FileSystem manages files and archives and provides access to them.
+/** It manages where files are, so that modules which use the the IO do not
+need to know where every file is located. A file could be in a .zip-Archive or
+as file on disk, using the IFileSystem makes no difference to this. */
+class IFileSystem : public virtual IReferenceCounted
+{
+public:
+
+ //! Opens a file for read access.
+ /** \param filename: Name of file to open.
+ \return Pointer to the created file interface.
+ The returned pointer should be dropped when no longer needed.
+ See IReferenceCounted::drop() for more information. */
+ virtual IReadFile* createAndOpenFile(const path& filename) =0;
+
+ //! Creates an IReadFile interface for accessing memory like a file.
+ /** This allows you to use a pointer to memory where an IReadFile is requested.
+ \param memory: A pointer to the start of the file in memory
+ \param len: The length of the memory in bytes
+ \param fileName: The name given to this file
+ \param deleteMemoryWhenDropped: True if the memory should be deleted
+ along with the IReadFile when it is dropped.
+ \return Pointer to the created file interface.
+ The returned pointer should be dropped when no longer needed.
+ See IReferenceCounted::drop() for more information.
+ */
+ virtual IReadFile* createMemoryReadFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
+
+ //! Creates an IReadFile interface for accessing files inside files.
+ /** This is useful e.g. for archives.
+ \param fileName: The name given to this file
+ \param alreadyOpenedFile: Pointer to the enclosing file
+ \param pos: Start of the file inside alreadyOpenedFile
+ \param areaSize: The length of the file
+ \return A pointer to the created file interface.
+ The returned pointer should be dropped when no longer needed.
+ See IReferenceCounted::drop() for more information.
+ */
+ virtual IReadFile* createLimitReadFile(const path& fileName,
+ IReadFile* alreadyOpenedFile, long pos, long areaSize) =0;
+
+ //! Creates an IWriteFile interface for accessing memory like a file.
+ /** This allows you to use a pointer to memory where an IWriteFile is requested.
+ You are responsible for allocating enough memory.
+ \param memory: A pointer to the start of the file in memory (allocated by you)
+ \param len: The length of the memory in bytes
+ \param fileName: The name given to this file
+ \param deleteMemoryWhenDropped: True if the memory should be deleted
+ along with the IWriteFile when it is dropped.
+ \return Pointer to the created file interface.
+ The returned pointer should be dropped when no longer needed.
+ See IReferenceCounted::drop() for more information.
+ */
+ virtual IWriteFile* createMemoryWriteFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
+
+
+ //! Opens a file for write access.
+ /** \param filename: Name of file to open.
+ \param append: If the file already exist, all write operations are
+ appended to the file.
+ \return Pointer to the created file interface. 0 is returned, if the
+ file could not created or opened for writing.
+ The returned pointer should be dropped when no longer needed.
+ See IReferenceCounted::drop() for more information. */
+ virtual IWriteFile* createAndWriteFile(const path& filename, bool append=false) =0;
+
+ //! Adds an archive to the file system.
+ /** After calling this, the Irrlicht Engine will also search and open
+ files directly from this archive. This is useful for hiding data from
+ the end user, speeding up file access and making it possible to access
+ for example Quake3 .pk3 files, which are just renamed .zip files. By
+ default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
+ archives. You can provide your own archive types by implementing
+ IArchiveLoader and passing an instance to addArchiveLoader.
+ Irrlicht supports AES-encrypted zip files, and the advanced compression
+ techniques lzma and bzip2.
+ \param filename: Filename of the archive to add to the file system.
+ \param ignoreCase: If set to true, files in the archive can be accessed without
+ writing all letters in the right case.
+ \param ignorePaths: If set to true, files in the added archive can be accessed
+ without its complete path.
+ \param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
+ the type of archive will depend on the extension of the file name. If
+ you use a different extension then you can use this parameter to force
+ a specific type of archive.
+ \param password An optional password, which is used in case of encrypted archives.
+ \param retArchive A pointer that will be set to the archive that is added.
+ \return True if the archive was added successfully, false if not. */
+ virtual bool addFileArchive(const path& filename, bool ignoreCase=true,
+ bool ignorePaths=true,
+ E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
+ const core::stringc& password="",
+ IFileArchive** retArchive=0) =0;
+
+ //! Adds an archive to the file system.
+ /** After calling this, the Irrlicht Engine will also search and open
+ files directly from this archive. This is useful for hiding data from
+ the end user, speeding up file access and making it possible to access
+ for example Quake3 .pk3 files, which are just renamed .zip files. By
+ default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
+ archives. You can provide your own archive types by implementing
+ IArchiveLoader and passing an instance to addArchiveLoader.
+ Irrlicht supports AES-encrypted zip files, and the advanced compression
+ techniques lzma and bzip2.
+ If you want to add a directory as an archive, prefix its name with a
+ slash in order to let Irrlicht recognize it as a folder mount (mypath/).
+ Using this technique one can build up a search order, because archives
+ are read first, and can be used more easily with relative filenames.
+ \param file: Archive to add to the file system.
+ \param ignoreCase: If set to true, files in the archive can be accessed without
+ writing all letters in the right case.
+ \param ignorePaths: If set to true, files in the added archive can be accessed
+ without its complete path.
+ \param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
+ the type of archive will depend on the extension of the file name. If
+ you use a different extension then you can use this parameter to force
+ a specific type of archive.
+ \param password An optional password, which is used in case of encrypted archives.
+ \param retArchive A pointer that will be set to the archive that is added.
+ \return True if the archive was added successfully, false if not. */
+ virtual bool addFileArchive(IReadFile* file, bool ignoreCase=true,
+ bool ignorePaths=true,
+ E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
+ const core::stringc& password="",
+ IFileArchive** retArchive=0) =0;
+
+ //! Adds an archive to the file system.
+ /** \param archive: The archive to add to the file system.
+ \return True if the archive was added successfully, false if not. */
+ virtual bool addFileArchive(IFileArchive* archive) =0;
+
+ //! Get the number of archives currently attached to the file system
+ virtual u32 getFileArchiveCount() const =0;
+
+ //! Removes an archive from the file system.
+ /** This will close the archive and free any file handles, but will not
+ close resources which have already been loaded and are now cached, for
+ example textures and meshes.
+ \param index: The index of the archive to remove
+ \return True on success, false on failure */
+ virtual bool removeFileArchive(u32 index) =0;
+
+ //! Removes an archive from the file system.
+ /** This will close the archive and free any file handles, but will not
+ close resources which have already been loaded and are now cached, for
+ example textures and meshes. Note that a relative filename might be
+ interpreted differently on each call, depending on the current working
+ directory. In case you want to remove an archive that was added using
+ a relative path name, you have to change to the same working directory
+ again. This means, that the filename given on creation is not an
+ identifier for the archive, but just a usual filename that is used for
+ locating the archive to work with.
+ \param filename The archive pointed to by the name will be removed
+ \return True on success, false on failure */
+ virtual bool removeFileArchive(const path& filename) =0;
+
+ //! Removes an archive from the file system.
+ /** This will close the archive and free any file handles, but will not
+ close resources which have already been loaded and are now cached, for
+ example textures and meshes.
+ \param archive The archive to remove.
+ \return True on success, false on failure */
+ virtual bool removeFileArchive(const IFileArchive* archive) =0;
+
+ //! Changes the search order of attached archives.
+ /**
+ \param sourceIndex: The index of the archive to change
+ \param relative: The relative change in position, archives with a lower index are searched first */
+ virtual bool moveFileArchive(u32 sourceIndex, s32 relative) =0;
+
+ //! Get the archive at a given index.
+ virtual IFileArchive* getFileArchive(u32 index) =0;
+
+ //! Adds an external archive loader to the engine.
+ /** Use this function to add support for new archive types to the
+ engine, for example proprietary or encrypted file storage. */
+ virtual void addArchiveLoader(IArchiveLoader* loader) =0;
+
+ //! Gets the number of archive loaders currently added
+ virtual u32 getArchiveLoaderCount() const = 0;
+
+ //! Retrieve the given archive loader
+ /** \param index The index of the loader to retrieve. This parameter is an 0-based
+ array index.
+ \return A pointer to the specified loader, 0 if the index is incorrect. */
+ virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0;
+
+ //! Adds a zip archive to the file system.
+ /** \deprecated This function is provided for compatibility
+ with older versions of Irrlicht and may be removed in Irrlicht 1.9,
+ you should use addFileArchive instead.
+ After calling this, the Irrlicht Engine will search and open files directly from this archive too.
+ This is useful for hiding data from the end user, speeding up file access and making it possible to
+ access for example Quake3 .pk3 files, which are no different than .zip files.
+ \param filename: Filename of the zip archive to add to the file system.
+ \param ignoreCase: If set to true, files in the archive can be accessed without
+ writing all letters in the right case.
+ \param ignorePaths: If set to true, files in the added archive can be accessed
+ without its complete path.
+ \return True if the archive was added successfully, false if not. */
+ _IRR_DEPRECATED_ virtual bool addZipFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
+ {
+ return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_ZIP);
+ }
+
+ //! Adds an unzipped archive (or basedirectory with subdirectories..) to the file system.
+ /** \deprecated This function is provided for compatibility
+ with older versions of Irrlicht and may be removed in Irrlicht 1.9,
+ you should use addFileArchive instead.
+ Useful for handling data which will be in a zip file
+ \param filename: Filename of the unzipped zip archive base directory to add to the file system.
+ \param ignoreCase: If set to true, files in the archive can be accessed without
+ writing all letters in the right case.
+ \param ignorePaths: If set to true, files in the added archive can be accessed
+ without its complete path.
+ \return True if the archive was added successful, false if not. */
+ _IRR_DEPRECATED_ virtual bool addFolderFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
+ {
+ return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_FOLDER);
+ }
+
+ //! Adds a pak archive to the file system.
+ /** \deprecated This function is provided for compatibility
+ with older versions of Irrlicht and may be removed in Irrlicht 1.9,
+ you should use addFileArchive instead.
+ After calling this, the Irrlicht Engine will search and open files directly from this archive too.
+ This is useful for hiding data from the end user, speeding up file access and making it possible to
+ access for example Quake2/KingPin/Hexen2 .pak files
+ \param filename: Filename of the pak archive to add to the file system.
+ \param ignoreCase: If set to true, files in the archive can be accessed without
+ writing all letters in the right case.
+ \param ignorePaths: If set to true, files in the added archive can be accessed
+ without its complete path.(should not use with Quake2 paks
+ \return True if the archive was added successful, false if not. */
+ _IRR_DEPRECATED_ virtual bool addPakFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
+ {
+ return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_PAK);
+ }
+
+ //! Get the current working directory.
+ /** \return Current working directory as a string. */
+ virtual const path& getWorkingDirectory() =0;
+
+ //! Changes the current working directory.
+ /** \param newDirectory: A string specifying the new working directory.
+ The string is operating system dependent. Under Windows it has
+ the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\"
+ \return True if successful, otherwise false. */
+ virtual bool changeWorkingDirectoryTo(const path& newDirectory) =0;
+
+ //! Converts a relative path to an absolute (unique) path, resolving symbolic links if required
+ /** \param filename Possibly relative file or directory name to query.
+ \result Absolute filename which points to the same file. */
+ virtual path getAbsolutePath(const path& filename) const =0;
+
+ //! Get the directory a file is located in.
+ /** \param filename: The file to get the directory from.
+ \return String containing the directory of the file. */
+ virtual path getFileDir(const path& filename) const =0;
+
+ //! Get the base part of a filename, i.e. the name without the directory part.
+ /** If no directory is prefixed, the full name is returned.
+ \param filename: The file to get the basename from
+ \param keepExtension True if filename with extension is returned otherwise everything
+ after the final '.' is removed as well. */
+ virtual path getFileBasename(const path& filename, bool keepExtension=true) const =0;
+
+ //! flatten a path and file name for example: "/you/me/../." becomes "/you"
+ virtual path& flattenFilename(path& directory, const path& root="/") const =0;
+
+ //! Get the relative filename, relative to the given directory
+ virtual path getRelativeFilename(const path& filename, const path& directory) const =0;
+
+ //! Creates a list of files and directories in the current working directory and returns it.
+ /** \return a Pointer to the created IFileList is returned. After the list has been used
+ it has to be deleted using its IFileList::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IFileList* createFileList() =0;
+
+ //! Creates an empty filelist
+ /** \return a Pointer to the created IFileList is returned. After the list has been used
+ it has to be deleted using its IFileList::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IFileList* createEmptyFileList(const io::path& path, bool ignoreCase, bool ignorePaths) =0;
+
+ //! Set the active type of file system.
+ virtual EFileSystemType setFileListSystem(EFileSystemType listType) =0;
+
+ //! Determines if a file exists and could be opened.
+ /** \param filename is the string identifying the file which should be tested for existence.
+ \return True if file exists, and false if it does not exist or an error occured. */
+ virtual bool existFile(const path& filename) const =0;
+
+ //! Creates a XML Reader from a file which returns all parsed strings as wide characters (wchar_t*).
+ /** Use createXMLReaderUTF8() if you prefer char* instead of wchar_t*. See IIrrXMLReader for
+ more information on how to use the parser.
+ \return 0, if file could not be opened, otherwise a pointer to the created
+ IXMLReader is returned. After use, the reader
+ has to be deleted using its IXMLReader::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IXMLReader* createXMLReader(const path& filename) =0;
+
+ //! Creates a XML Reader from a file which returns all parsed strings as wide characters (wchar_t*).
+ /** Use createXMLReaderUTF8() if you prefer char* instead of wchar_t*. See IIrrXMLReader for
+ more information on how to use the parser.
+ \return 0, if file could not be opened, otherwise a pointer to the created
+ IXMLReader is returned. After use, the reader
+ has to be deleted using its IXMLReader::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IXMLReader* createXMLReader(IReadFile* file) =0;
+
+ //! Creates a XML Reader from a file which returns all parsed strings as ASCII/UTF-8 characters (char*).
+ /** Use createXMLReader() if you prefer wchar_t* instead of char*. See IIrrXMLReader for
+ more information on how to use the parser.
+ \return 0, if file could not be opened, otherwise a pointer to the created
+ IXMLReader is returned. After use, the reader
+ has to be deleted using its IXMLReaderUTF8::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IXMLReaderUTF8* createXMLReaderUTF8(const path& filename) =0;
+
+ //! Creates a XML Reader from a file which returns all parsed strings as ASCII/UTF-8 characters (char*).
+ /** Use createXMLReader() if you prefer wchar_t* instead of char*. See IIrrXMLReader for
+ more information on how to use the parser.
+ \return 0, if file could not be opened, otherwise a pointer to the created
+ IXMLReader is returned. After use, the reader
+ has to be deleted using its IXMLReaderUTF8::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IXMLReaderUTF8* createXMLReaderUTF8(IReadFile* file) =0;
+
+ //! Creates a XML Writer from a file.
+ /** \return 0, if file could not be opened, otherwise a pointer to the created
+ IXMLWriter is returned. After use, the reader
+ has to be deleted using its IXMLWriter::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IXMLWriter* createXMLWriter(const path& filename) =0;
+
+ //! Creates a XML Writer from a file.
+ /** \return 0, if file could not be opened, otherwise a pointer to the created
+ IXMLWriter is returned. After use, the reader
+ has to be deleted using its IXMLWriter::drop() method.
+ See IReferenceCounted::drop() for more information. */
+ virtual IXMLWriter* createXMLWriter(IWriteFile* file) =0;
+
+ //! Creates a new empty collection of attributes, usable for serialization and more.
+ /** \param driver: Video driver to be used to load textures when specified as attribute values.
+ Can be null to prevent automatic texture loading by attributes.
+ \return Pointer to the created object.
+ If you no longer need the object, you should call IAttributes::drop().
+ See IReferenceCounted::drop() for more information. */
+ virtual IAttributes* createEmptyAttributes(video::IVideoDriver* driver=0) =0;
+};
+
+
+} // end namespace io
+} // end namespace irr
+
+#endif
+