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- /**
- * PhysicsFS; a portable, flexible file i/o abstraction.
- *
- * This API gives you access to a system file system in ways superior to the
- * stdio or system i/o calls. The brief benefits:
- *
- * - It's portable.
- * - It can handle byte ordering on alternative processors.
- * - It's safe. No file access is permitted outside the specified dirs.
- * - It's flexible. Archives (.ZIP files) can be used transparently as
- * directory structures.
- *
- * This system is largely inspired by Quake 3's PK3 files and the related
- * fs_* cvars. If you've ever tinkered with these, then this API will be very
- * familiar to you.
- *
- * With the PhysicsFS, you have a single writing directory and multiple
- * "search paths" for reading. You can think of this as a filesystem within a
- * filesystem. If (on Windows) you were to set the writing directory to
- * "C:\MyGame\MyWritingDirectory", then no PHYSFS calls could touch anything
- * above this directory, including the "C:\MyGame" and "C:\" directories.
- * This prevents an application's internal scripting language from piddling
- * over c:\config.sys, for example. If you'd rather give PHYSFS full access
- * to the system's REAL file system, set the writing path to "C:\", but
- * that's generally A Bad Thing for several reasons.
- *
- * Drive letters are hidden in PhysicsFS once you set up your initial paths.
- * The search paths create a single, hierarchical directory structure.
- * Not only does this lend itself well to general abstraction with archives,
- * it also gives better support to operating systems like MacOS and Unix.
- * Generally speaking, you shouldn't ever hardcode a drive letter; not only
- * does this hurt portability to non-Microsoft OSes, but it limits your win32
- * users to a single drive, too. Use the PhysicsFS abstraction functions and
- * allow user-defined configuration options, too. When opening a file, you
- * specify it like it was on a Unix filesystem: if you want to write to
- * "C:\MyGame\MyConfigFiles\game.cfg", then you might set the write path to
- * "C:\MyGame" and then open "MyConfigFiles/game.cfg". This gives an
- * abstraction across all platforms.
- *
- * All files opened for writing are opened in relation to the write path,
- * which is the root of the writable filesystem. When opening a file for
- * reading, PhysicsFS goes through it's internal search path. This is NOT the
- * same thing as the PATH environment variable. An application using
- * PhysicsFS specifies directories to be searched which may be actual
- * directories, or archive files that contain files and subdirectories of
- * their own. See the end of these docs for currently supported archive
- * formats.
- *
- * Once a search path is defined, you may open files for reading. If you've
- * got the following search path defined (to use a win32 example again):
- *
- * C:\mygame
- * C:\mygame\myuserfiles
- * D:\mygamescdromdatafiles
- * C:\mygame\installeddatafiles.zip
- *
- * Then a call to PHYSFS_openread("textfiles/myfile.txt") (note the directory
- * separator) will check for C:\mygame\textfiles\myfile.txt, then
- * C:\mygame\myuserfiles\textfiles\myfile.txt, then
- * D:\mygamescdromdatafiles\textfiles\myfile.txt, then, finally, for
- * textfiles\myfile.txt inside of C:\mygame\installeddatafiles.zip. Remember
- * that most archive types and platform filesystems store their filenames in
- * a case-sensitive manner.
- *
- * Files opened through PhysicsFS may NOT contain "." or ".." as path
- * elements. Not only are these meaningless on MacOS, they are a security
- * hole. Also, symbolic links (which can be found in some archive types and
- * directly in the filesystem on Unix platforms) are NOT followed until you
- * call PHYSFS_permitSymbolicLinks(). That's left to your own discretion, as
- * following a symlink can allow for access outside the write and search
- * paths. There is no mechanism for creating new symlinks in PhysicsFS.
- *
- * The write path is not included in the search path unless you specifically
- * add it. While you CAN change the write path as many times as you like,
- * you should probably set it once and stick to that path.
- *
- * All files are opened in binary mode; there is no endline conversion for
- * textfiles. Other than that, PhysicsFS has some convenience functions for
- * platform-independence. There are functions that give you the current
- * platform's path separator ("\\" on windows, "/" on Unix, ":" on MacOS),
- * which is needed only to set up your search/write paths. There are
- * functions to tell you what CD-ROM drives contain accessible discs, and
- * functions to recommend good search paths, etc. There are also functions
- * to read 16 and 32 bit numbers from files and convert them to the native
- * byte order of your processor.
- *
- * A recommended order for a search path is the write path, then the base path,
- * then the cdrom path, then any archives discovered. Quake 3 does something
- * like this, but moves the archives to the start of the search path. There
- * is a helper function (PHYSFS_setSanePaths()) that does this for you,
- * based on a few parameters. Also see the comments on PHYSFS_getBasePath(),
- * and PHYSFS_getUserPath() for info on what those are and how they can help
- * you determine an optimal searchpath.
- *
- * While you CAN mix stdio/syscall file access with PHYSFS_* calls in a
- * program, doing so is not recommended, and you can not use system
- * filehandles with PhysicsFS filehandles and vice versa.
- *
- * Note that archives need not be named as such: if you have a ZIP file and
- * rename it with a .PKG extention, the file will still be recognized as a
- * ZIP archive by PhysicsFS; the file's contents are used to determine its
- * type.
- *
- * Currently supported archive types:
- * - .ZIP (pkZip/WinZip/Info-ZIP compatible)
- *
- * Please see the file LICENSE in the source's root directory.
- *
- * This file written by Ryan C. Gordon.
- */
- #ifndef _INCLUDE_PHYSFS_H_
- #define _INCLUDE_PHYSFS_H_
- #ifdef __cplusplus
- extern "C" {
- #endif
- /* functions... */
- /**
- * Get the last PhysicsFS error message as a null-terminated string.
- * This will be NULL if there's been no error since the last call to this
- * function. The pointer returned by this call points to a static buffer
- * internal buffer, and this call is not thread safe.
- *
- * @return READ ONLY string of last error message.
- */
- const char *PHYSFS_getLastError(void);
- /**
- * Get a platform-dependent path separator. This is "\\" on win32, "/" on Unix,
- * and ":" on MacOS. It may be more than one character, depending on the
- * platform, and your code should take that into account. Note that this is
- * only useful for setting up the search/write paths, since access into those
- * paths always use '/' to separate directories. This is also handy for
- * getting platform-independent access when using stdio calls.
- *
- * @return READ ONLY null-terminated string of platform's path separator.
- */
- const char *PHYSFS_getPathSeparator(void);
- /**
- * Get an array of paths to available CD-ROM drives. This return value should
- * be considered READ ONLY and points to an internal buffer which may change
- * with each call to this function. This means that this function is NOT
- * thread safe.
- *
- * The paths returned are platform-dependent ("D:\" on Win32, "/cdrom" or
- * whatnot on Unix). Paths are only returned if there is a disc ready and
- * accessible in the drive. So if you've got two drives (D: and E:), and only
- * E: has a disc in it, then that's all you get. If the user inserts a disc
- * in D: and you call this function again, you get both drives. If, on a
- * Unix box, the user unmounts a disc and remounts it elsewhere, the next
- * call to this function will reflect that change. Fun.
- *
- * The returned value is an array of strings, with a NULL entry to signify the
- * end of the list:
- *
- * char **i;
- *
- * // lock thread here, if needed.
- *
- * for (i = PHYSFS__getCdRomPaths(); *i != NULL; i++)
- * printf("cdrom path [%s] is available.\n", *i);
- *
- * // unlock thread here, if needed.
- *
- * This call may block while drives spin up. Be forewarned.
- *
- * @return READ ONLY null-term'd array of READ ONLY null-terminated strings.
- */
- const char **PHYSFS_getCdRomPaths(void);
- /**
- * Helper function.
- *
- * Get the "base path". This is the directory where the application was run
- * from, which is probably the installation directory.
- *
- * You should probably use the base path in your search path.
- *
- * @param buffer pointer to buffer to fill with recommended path.
- * @param bufsize size of buffer pointed to by (buffer).
- * @return a copy of (buffer), for easy use as another function's parameter.
- */
- char *PHYSFS_getBasePath(char *buffer, int bufferSize);
- /**
- * Helper function.
- *
- * Get the "user path". This is meant to be a suggestion of where a specific
- * user of the system can store files. On Unix, this is her home directory.
- * On systems with no concept of multiple users (MacOS, win95), this will
- * default to the "base path" returned by PHYSFS_getBasePath().
- *
- * You should probably use the user path as the basis for your write path, and
- * also put it near the beginning of your search path.
- *
- * @param buffer pointer to buffer to fill with recommended path.
- * @param bufsize size of buffer pointed to by (buffer).
- * @return a copy of (buffer), for easy use as another function's parameter.
- */
- char *PHYSFS_getUserPath(char *buffer, int bufferSize);
- /**
- * Get the current write path. The default write path is NULL.
- *
- * @param buffer pointer to buffer to fill with recommended path.
- * @param bufsize size of buffer pointed to by (buffer).
- * @return a copy of (buffer), for easy use as another function's parameter,
- * OR NULL IF NO WRITE PATH IS CURRENTLY SET.
- */
- char *PHYSFS_getWritePath(char *buffer, int bufferSize);
- /**
- * Set a new write path. This will override the previous setting. If the
- * directory or a parent directory doesn't exist in the physical filesystem,
- * PhysicsFS will attempt to create them as needed.
- *
- * This call will fail (and fail to change the write path) if the current path
- * still has files open in it.
- *
- * @param newPath The new directory to be the root of the write path,
- * specified in a platform-dependent manner. Setting to NULL
- * disables the write path, so no files can be opened for
- * writing via PhysicsFS.
- * @return non-zero on success, zero on failure. All attempts to open a file
- * for writing via PhysicsFS will fail until this call succeeds.
- * Specifics of the error can be gleaned from PHYSFS_getLastError().
- *
- */
- int PHYSFS_setWritePath(const char *newPath);
- /**
- * Add a directory or archive to the search path. If this is a duplicate, the
- * entry is not added again, even though the function succeeds.
- *
- * @param newPath directory or archive to add to the path, in
- * platform-dependent notation.
- * @param appendToPath nonzero to append to search path, zero to prepend.
- * @return nonzero if added to path, zero on failure (bogus archive, path
- * missing, etc). Specifics of the error can be
- * gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_addToSearchPath(const char *newPath, int appendToPath);
- /**
- * Remove a directory or archive to the search path.
- *
- * This must be a (case-sensitive) match to a dir or archive already in the
- * search path, specified in platform-dependent notation.
- *
- * This call will fail (and fail to remove from the path) if the element still
- * has files open in it.
- *
- * @param oldPath dir/archive to remove.
- * @return nonzero on success, zero on failure.
- * Specifics of the error can be gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_removeFromSearchPath(const char *oldPath);
- /**
- * Get the current search path. The default search path is an empty list.
- *
- * This return value should be considered READ ONLY and points to an internal
- * buffer which may change with each call to this function. This means that
- * this function is NOT thread safe.
- *
- * The returned value is an array of strings, with a NULL entry to signify the
- * end of the list:
- *
- * char **i;
- *
- * // lock thread here, if needed.
- *
- * for (i = PHYSFS_getSearchPath(); *i != NULL; i++)
- * printf("[%s] is in the search path.\n", *i);
- *
- * // unlock thread here, if needed.
- *
- * @return READ ONLY null-term'd array of READ ONLY null-terminated strings.
- */
- const char **PHYSFS_getSearchPath(void);
- /**
- * Helper function.
- *
- * Set up sane, default paths. The write path will be set to
- * "userpath/.appName", which is created if it doesn't exist.
- *
- * The above is sufficient to make sure your program's configuration directory
- * is separated from other clutter, and platform-independent. The period
- * before "mygame" even hides the directory on Unix systems.
- *
- * The search path will be:
- *
- * - The Write Path
- * - The Write Path/appName
- * - The Base Path (PHYSFS_getBasePath())
- * - The Base Path/appName
- * - All found CD-ROM paths (optionally)
- * - All found CD-ROM paths/appName (optionally)
- *
- * These directories are then searched for files ending with the extension
- * (archiveExt), which, if they are valid and supported archives, will also
- * be added to the search path. If you specified "PKG" for (archiveExt), and
- * there's a file named data.PKG in the base dir, it'll be checked. Archives
- * can either be appended or prepended to the search path in alphabetical
- * order, regardless of which directories they were found in.
- *
- * All of this can be accomplished from the application, but this just does it
- * all for you.
- *
- * @param appName Program-specific name of your program, to separate it
- * from other programs using PhysicsFS.
- *
- * @param archiveExt File extention used by your program to specify an
- * archive. For example, Quake 3 uses "pk3", even though
- * they are just zipfiles. Specify NULL to not dig out
- * archives automatically.
- *
- * @param includeCdRoms Non-zero to include CD-ROMs in the search path, and
- * search them for archives. This may cause a
- * significant amount of blocking while discs are
- * accessed, and if there are no discs in the drive
- * (or even not mounted on Unix systems), then they
- * may not be made available anyhow. You may want to
- * specify zero and handle the disc setup yourself.
- *
- * @param archivesFirst Non-zero to prepend the archives to the search path.
- * Zero to append them.
- */
- void PHYSFS_setSanePaths(const char *appName, const char *archiveExt,
- int includeCdRoms, int archivesFirst);
- /**
- * Create a directory. This is specified in platform-independent notation in
- * relation to the write path. All missing parent directories are also
- * created if they don't exist.
- *
- * So if you've got the write path set to "C:\mygame\writepath" and call
- * PHYSFS_mkdir("downloads/maps") then the directories
- * "C:\mygame\writepath\downloads" and "C:\mygame\writepath\downloads\maps"
- * will be created if possible.
- *
- * @param dirname New path to create.
- * @return nonzero on success, zero on error. Specifics of the error can be
- * gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_mkdir(const char *dirName);
- /**
- * Delete a file or directory. This is specified in platform-independent
- * notation in relation to the write path.
- *
- * A directory must be empty before this call can delete it. If you need to
- * nuke a whole directory tree, use PHYSFS_deltree()...with care.
- *
- * So if you've got the write path set to "C:\mygame\writepath" and call
- * PHYSFS_delete("downloads/maps/level1.map") then the file
- * "C:\mygame\writepath\downloads\maps\level1.map" is removed from the
- * physical filesystem, if it exists and the operating system permits the
- * deletion.
- *
- * @param filename Filename to delete.
- * @return nonzero on success, zero on error. Specifics of the error can be
- * gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_delete(const char *filename);
- /**
- * Delete a directory tree. This is specified in platform-independent
- * notation in relation to the write path.
- *
- * Be CAREFUL with this function; it will take out EVERYTHING under the
- * specified directory with extreme prejudice.
- *
- * If you specify a filename that is not a directory, PhysicsFS will attempt
- * to delete that single file.
- *
- * So if you've got the write path set to "C:\mygame\writepath" and call
- * PHYSFS_deltree("downloads/maps") then the directory
- * "C:\mygame\writepath\downloads\maps" and everything in it (including child
- * directories) is removed from the physical filesystem, if it exists and the
- * operating system permits the deletion.
- *
- * @param filename root of directory tree to delete.
- * @return nonzero on success, zero on error. Specifics of the error can be
- * gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_deltree(const char *filename);
- /**
- * Enable symbolic links. Some physical filesystems and archives contain
- * files that are just pointers to other files. On the physical filesystem,
- * opening such a link will (transparently) open the file that is pointed to.
- *
- * By default, PhysicsFS will check if a file is really a symlink during open
- * calls and fail if it is. Otherwise, the link could take you outside the
- * write and search paths, and compromise security.
- *
- * If you want to take that risk, call this function with a non-zero parameter.
- * Note that this is more for sandboxing a program's scripting language, in
- * case untrusted scripts try to compromise the system. Generally speaking,
- * a user could very well have a legitimate reason to set up a symlink, so
- * unless you feel there's a specific danger in allowing them, you should
- * permit them.
- *
- * Symbolic link permission can be enabled or disabled at any time, and is
- * disabled by default.
- *
- * @param allow nonzero to permit symlinks, zero to deny linking.
- */
- void PHYSFS_permitSymbolicLinks(int allow);
- /**
- * Determine if a file exists. Just because it exists does NOT mean that you
- * will have access to read or write it.
- *
- * @param filename a file in platform-independent notation.
- * @param inWritePath nonzero to check write path, zero to check search path.
- * @return nonzero if exists, zero otherwise.
- */
- int PHYSFS_exists(const char *filename, int inWritePath);
- /**
- * Figure out where in the search path a file resides. The file is specified
- * in platform-independent notation. The returned filename will be the
- * element of the search path where the file was found, which may be a
- * directory, or an archive. Even if there are multiple matches in different
- * parts of the search path, only the first one found is used, just like
- * when opening a file.
- *
- * So, if you look for "maps/level1.map", and C:\mygame is in your search
- * path and C:\mygame\maps\level1.map exists, then buffer will be filled in
- * with "C:\mygame\maps\level1.map" and the function returns nonzero.
- *
- * @param buffer pointer to buffer to fill with path.
- * @param bufsize size of buffer pointed to by (buffer).
- * @param filename file to look for.
- * @return nonzero if file was found, zero otherwise. If found, (buffer)
- * will be filled in.
- */
- int PHYSFS_getRealPath(const char *filename, char *buffer, int bufSize);
- /**
- * Open a file for writing, in platform-independent notation and in relation
- * to the write path as the root of the writable filesystem. The specified
- * file is created if it doesn't exist. If it does exist, it is truncated to
- * zero bytes, and the writing offset is set to the start.
- *
- * @param filename File to open.
- * @return A valid PhysicsFS filehandle on success, NULL on error. Specifics
- * of the error can be gleaned from PHYSFS_getLastError().
- */
- void *PHYSFS_openWrite(const char *filename);
- /**
- * Open a file for writing, in platform-independent notation and in relation
- * to the write path as the root of the writable filesystem. The specified
- * file is created if it doesn't exist. If it does exist, the writing offset
- * is set to the end of the file, so the first write will be the byte after
- * the end.
- *
- * @param filename File to open.
- * @return A valid PhysicsFS filehandle on success, NULL on error. Specifics
- * of the error can be gleaned from PHYSFS_getLastError().
- */
- void *PHYSFS_openAppend(const char *filename);
- /**
- * Open a file for reading, in platform-independent notation. The search path
- * is checked one at a time until a matching file is found, in which case an
- * abstract filehandle is associated with it, and reading may be done.
- * The reading offset is set to the first byte of the file.
- *
- * @param filename File to open.
- * @return A valid PhysicsFS filehandle on success, NULL on error. Specifics
- * of the error can be gleaned from PHYSFS_getLastError().
- */
- void *PHYSFS_openRead(const char *filename);
- /**
- * Close a PhysicsFS filehandle. This call is capable of failing if the
- * operating system was buffering writes to this file, and (now forced to
- * write those changes to physical media) can not store the data for any
- * reason. In such a case, the filehandle stays open. A well-written program
- * should ALWAYS check the return value from the close call in addition to
- * every writing call!
- *
- * @param handle handle returned from PHYSFS_open*().
- * @return nonzero on success, zero on error. Specifics of the error can be
- * gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_close(void *handle);
- /**
- * Read data from a PhysicsFS filehandle. The file must be opened for reading.
- *
- * @param handle handle returned from PHYSFS_openRead().
- * @param buffer buffer to store read data into.
- * @param objSize size in bytes of objects being read from (handle).
- * @param objCount number of (objSize) objects to read from (handle).
- * @return number of objects read. PHYSFS_getLastError() can shed light on
- * the reason this might be < (objCount).
- */
- int PHYSFS_read(void *handle, void *buffer, int objSize, int objCount);
- /**
- * Write data to a PhysicsFS filehandle. The file must be opened for writing.
- *
- * @param handle retval from PHYSFS_openWrite() or PHYSFS_openAppend().
- * @param buffer buffer to store read data into.
- * @param objSize size in bytes of objects being read from (handle).
- * @param objCount number of (objSize) objects to read from (handle).
- * @return number of objects read. PHYSFS_getLastError() can shed light on
- * the reason this might be < (objCount).
- */
- int PHYSFS_write(void *handle, void *buffer, int objSize, int objCount);
- /**
- * Determine if the end of file has been reached in a PhysicsFS filehandle.
- *
- * @param handle handle returned from PHYSFS_openRead().
- * @return nonzero if EOF, zero if not.
- */
- int PHYSFS_eof(void *handle);
- /**
- * Determine current position within a PhysicsFS filehandle.
- *
- * @param handle handle returned from PHYSFS_open*().
- * @return offset in bytes from start of file. -1 if error occurred.
- * Specifics of the error can be gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_tell(void *handle);
- /**
- * Seek to a new position within a PhysicsFS filehandle. The next read or write
- * will occur at that place. Seeking past the beginning or end of the file is
- * not allowed.
- *
- * @param handle handle returned from PHYSFS_open*().
- * @param pos number of bytes from start of file to seek to.
- * @return nonzero on success, zero on error. Specifics of the error can be
- * gleaned from PHYSFS_getLastError().
- */
- int PHYSFS_seek(void *handle, int pos);
- /* Byte-order reading. !!! Need types (Int16, Int32, etc) for these...
- int PHYSFS_readLE16(void *handle, int *buffer);
- int PHYSFS_readLE32(void *handle, int *buffer);
- int PHYSFS_readBE16(void *handle, int *buffer);
- int PHYSFS_readBE32(void *handle, int *buffer);
- int PHYSFS_writeLE16(void *handle, int buffer);
- int PHYSFS_writeLE32(void *handle, int buffer);
- int PHYSFS_writeBE16(void *handle, int buffer);
- int PHYSFS_writeBE32(void *handle, int buffer);
- */
- #ifdef __cplusplus
- }
- #endif
- #endif /* !defined _INCLUDE_PHYSFS_H_ */
- /* end of physfs.h ... */
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