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W3DFileSystem.h
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98 lines (79 loc) · 3.42 KB
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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: W3DFileSystem.h ////////////////////////////////////////////////////////
//
// W3D implementation of a file factory. Uses GDI assets, so that
// W3D files and targa files are loaded using the GDI file interface.
//
// Author: John Ahlquist, Sept 2001
//
///////////////////////////////////////////////////////////////////////////////
#pragma once
#include "WWLib/ffactory.h"
#include "Common/ArchiveFileSystem.h"
#include "Common/file.h"
//-------------------------------------------------------------------------------------------------
/** Game file access. At present this allows us to access test assets, assets from
* legacy GDI assets, and the current flat directory access for textures, models etc */
//-------------------------------------------------------------------------------------------------
class GameFileClass : public FileClass
{
public:
GameFileClass(char const *filename);
GameFileClass();
virtual ~GameFileClass() override;
virtual char const * File_Name() const override;
virtual char const * Set_Name(char const *filename) override;
// (gth) had to re-instate these functions in the base class, for now just give empty implementations...
virtual int Create() override { assert(0); return 1; }
virtual int Delete() override { assert(0); return 1; }
virtual bool Is_Available(int forced=false) override;
virtual bool Is_Open() const override;
virtual int Open(char const *filename, int rights=READ) override;
virtual int Open(int rights=READ) override;
virtual int Read(void *buffer, int len) override;
virtual int Seek(int pos, int dir=SEEK_CUR) override;
virtual int Size() override;
virtual int Write(void const *buffer, int len) override;
virtual void Close() override;
protected:
File *m_theFile; /// < The file
Bool m_fileExists; ///< TRUE if the file exists
char m_filePath[_MAX_PATH]; ///< the file name *and* path (relative)
char m_filename[_MAX_PATH]; ///< The file name only
};
/*
** W3DFileSystem is a derived FileFactoryClass which
** uses GDI assets.
*/
class W3DFileSystem : public FileFactoryClass {
public:
W3DFileSystem();
virtual ~W3DFileSystem() override;
virtual FileClass * Get_File( char const *filename ) override;
virtual void Return_File( FileClass *file ) override;
private:
static void reprioritizeTexturesBySize();
static void reprioritizeTexturesBySize(ArchivedDirectoryInfo& dirInfo);
};
extern W3DFileSystem *TheW3DFileSystem;