irrlicht/include/IFileArchive.h

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// Copyright (C) 2002-2009 Nikolaus Gebhardt/ Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_FILE_ARCHIVE_H_INCLUDED__
#define __I_FILE_ARCHIVE_H_INCLUDED__
#include "IReadFile.h"
namespace irr
{
namespace io
{
//! FileSystemType: which Filesystem should be used for e.g. browsing
enum EFileSystemType
{
FILESYSTEM_NATIVE = 0, // Native OS FileSystem
FILESYSTEM_VIRTUAL, // Virtual FileSystem
};
//! Contains the different types of archives
enum E_FILE_ARCHIVE_TYPE
{
//! A PKZIP or gzip archive
EFAT_ZIP = MAKE_IRR_ID('Z','I','P', 0),
//! A virtual directory
EFAT_FOLDER = MAKE_IRR_ID('f','l','d','r'),
//! An ID Software PAK archive
EFAT_PAK = MAKE_IRR_ID('P','A','K', 0),
//! A Tape ARchive
EFAT_TAR = MAKE_IRR_ID('T','A','R', 0),
//! The type of this archive is unknown
EFAT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
};
//! Base Info which all File archives must support on browsing
struct IFileArchiveEntry
{
IFileArchiveEntry() {}
core::string<c16> simpleFileName;
core::string<c16> path;
bool operator < (const IFileArchiveEntry& other) const
{
return simpleFileName < other.simpleFileName;
}
bool operator == (const IFileArchiveEntry& other) const
{
return simpleFileName == other.simpleFileName;
}
};
//! The FileArchive 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 IFileArchive : public virtual IReferenceCounted
{
public:
//! return the id of the file Archive
virtual const core::string<c16>& getArchiveName() =0;
//! get the archive type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; }
//! opens a file by file name
virtual IReadFile* createAndOpenFile(const core::string<c16>& filename) =0;
//! opens a file by position
virtual IReadFile* createAndOpenFile(u32 index) =0;
//! returns fileindex
virtual s32 findFile(const core::string<c16>& filename) =0;
//! Returns the amount of files in the filelist.
/** \return Amount of files and directories in the file list. */
virtual u32 getFileCount() const =0;
//! returns data of known file
virtual const IFileArchiveEntry* getFileInfo(u32 index) =0;
};
//! Class which is able to create an archive from a file.
/** If you want the Irrlicht Engine be able to load archives of
currently unsupported file formats (e.g .wad), then implement
this and add your new Archive loader with
IFileSystem::addArchiveLoader() to the engine. */
class IArchiveLoader : public virtual IReferenceCounted
{
public:
//! Check if the file might be loaded by this class
/** Check is based on the file extension (e.g. ".zip")
\param fileName Name of file to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(const core::string<c16>& filename) const =0;
//! Creates an archive from the filename
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(const core::string<c16>& filename, bool ignoreCase, bool ignorePaths) const =0;
//! Check if the file might be loaded by this class
/** Check might look into the file.
\param file File handle to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const =0;
//! Creates an archive from the file
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const =0;
//! Returns the type of archive created by this loader
/** When creating your own archive loaders you must specifiy a new unique type identifier.
You can use the MAKE_IRR_ID macro to generate an identifier based on a four character code */
virtual E_FILE_ARCHIVE_TYPE getType() const =0;
};
} // end namespace io
} // end namespace irr
#endif