//========= Copyright � 1996-2001, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #ifndef FILESYSTEM_H #define FILESYSTEM_H #ifdef _WIN32 #pragma once #endif #include "interface.h" #include #include //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- typedef FILE * FileHandle_t; typedef int FileFindHandle_t; typedef int WaitForResourcesHandle_t; //----------------------------------------------------------------------------- // Enums used by the interface //----------------------------------------------------------------------------- #ifndef FILESYSTEM_INTERNAL_H typedef enum { FILESYSTEM_SEEK_HEAD = 0, FILESYSTEM_SEEK_CURRENT, FILESYSTEM_SEEK_TAIL, } FileSystemSeek_t; enum { FILESYSTEM_INVALID_FIND_HANDLE = -1 }; typedef enum { // Don't print anything FILESYSTEM_WARNING_QUIET = 0, // On shutdown, report names of files left unclosed FILESYSTEM_WARNING_REPORTUNCLOSED, // Report number of times a file was opened, closed FILESYSTEM_WARNING_REPORTUSAGE, // Report all open/close events to console ( !slow! ) FILESYSTEM_WARNING_REPORTALLACCESSES } FileWarningLevel_t; #define FILESYSTEM_INVALID_HANDLE ( FileHandle_t )0 #endif // turn off any windows defines #undef GetCurrentDirectory //----------------------------------------------------------------------------- // Purpose: Main file system interface //----------------------------------------------------------------------------- class IFileSystem : public IBaseInterface { public: // Mount and unmount the filesystem virtual void Mount( void ) = 0; virtual void Unmount( void ) = 0; // Remove all search paths (including write path?) virtual void RemoveAllSearchPaths( void ) = 0; // Add paths in priority order (mod dir, game dir, ....) // If one or more .pak files are in the specified directory, then they are // added after the file system path // If the path is the relative path to a .bsp file, then any previous .bsp file // override is cleared and the current .bsp is searched for an embedded PAK file // and this file becomes the highest priority search path ( i.e., it's looked at first // even before the mod's file system path ). virtual void AddSearchPath( const char *pPath, const char *pathID ) = 0; virtual bool RemoveSearchPath( const char *pPath ) = 0; // Deletes a file virtual void RemoveFile( const char *pRelativePath, const char *pathID ) = 0; // this isn't implementable on STEAM as is. virtual void CreateDirHierarchy( const char *path, const char *pathID ) = 0; // File I/O and info virtual bool FileExists( const char *pFileName ) = 0; virtual bool IsDirectory( const char *pFileName ) = 0; // opens a file // if pathID is NULL, all paths will be searched for the file virtual FileHandle_t Open( const char *pFileName, const char *pOptions, const char *pathID = 0L ) = 0; virtual void Close( FileHandle_t file ) = 0; virtual void Seek( FileHandle_t file, int pos, FileSystemSeek_t seekType ) = 0; virtual unsigned int Tell( FileHandle_t file ) = 0; virtual unsigned int Size( FileHandle_t file ) = 0; virtual unsigned int Size( const char *pFileName ) = 0; virtual long GetFileTime( const char *pFileName ) = 0; virtual void FileTimeToString( char* pStrip, int maxCharsIncludingTerminator, long fileTime ) = 0; virtual bool IsOk( FileHandle_t file ) = 0; virtual void Flush( FileHandle_t file ) = 0; virtual bool EndOfFile( FileHandle_t file ) = 0; virtual int Read( void* pOutput, int size, FileHandle_t file ) = 0; virtual int Write( void const* pInput, int size, FileHandle_t file ) = 0; virtual char *ReadLine( char *pOutput, int maxChars, FileHandle_t file ) = 0; virtual int FPrintf( FileHandle_t file, char *pFormat, ... ) = 0; // direct filesystem buffer access // returns a handle to a buffer containing the file data // this is the optimal way to access the complete data for a file, // since the file preloader has probably already got it in memory virtual void *GetReadBuffer( FileHandle_t file, int *outBufferSize, bool failIfNotInCache ) = 0; virtual void ReleaseReadBuffer( FileHandle_t file, void *readBuffer ) = 0; // FindFirst/FindNext virtual const char *FindFirst( const char *pWildCard, FileFindHandle_t *pHandle, const char *pathID = 0L ) = 0; virtual const char *FindNext( FileFindHandle_t handle ) = 0; virtual bool FindIsDirectory( FileFindHandle_t handle ) = 0; virtual void FindClose( FileFindHandle_t handle ) = 0; virtual void GetLocalCopy( const char *pFileName ) = 0; virtual const char *GetLocalPath( const char *pFileName, char *pLocalPath, int localPathBufferSize ) = 0; // Note: This is sort of a secondary feature; but it's really useful to have it here virtual char *ParseFile( char* pFileBytes, char* pToken, bool* pWasQuoted ) = 0; // Returns true on success ( based on current list of search paths, otherwise false if it can't be resolved ) virtual bool FullPathToRelativePath( const char *pFullpath, char *pRelative ) = 0; // Gets the current working directory virtual bool GetCurrentDirectory( char* pDirectory, int maxlen ) = 0; // Dump to printf/OutputDebugString the list of files that have not been closed virtual void PrintOpenedFiles( void ) = 0; virtual void SetWarningFunc( void (*pfnWarning)( const char *fmt, ... ) ) = 0; virtual void SetWarningLevel( FileWarningLevel_t level ) = 0; virtual void LogLevelLoadStarted( const char *name ) = 0; virtual void LogLevelLoadFinished( const char *name ) = 0; virtual int HintResourceNeed( const char *hintlist, int forgetEverything ) = 0; virtual int PauseResourcePreloading( void ) = 0; virtual int ResumeResourcePreloading( void ) = 0; virtual int SetVBuf( FileHandle_t stream, char *buffer, int mode, long size ) = 0; virtual void GetInterfaceVersion( char *p, int maxlen ) = 0; virtual bool IsFileImmediatelyAvailable(const char *pFileName) = 0; // starts waiting for resources to be available // returns FILESYSTEM_INVALID_HANDLE if there is nothing to wait on virtual WaitForResourcesHandle_t WaitForResources( const char *resourcelist ) = 0; // get progress on waiting for resources; progress is a float [0, 1], complete is true on the waiting being done // returns false if no progress is available // any calls after complete is true or on an invalid handle will return false, 0.0f, true virtual bool GetWaitForResourcesProgress( WaitForResourcesHandle_t handle, float *progress /* out */ , bool *complete /* out */ ) = 0; // cancels a progress call virtual void CancelWaitForResources( WaitForResourcesHandle_t handle ) = 0; // returns true if the appID has all its caches fully preloaded virtual bool IsAppReadyForOfflinePlay( int appID ) = 0; // interface for custom pack files > 4Gb virtual bool AddPackFile( const char *fullpath, const char *pathID ) = 0; // open a file but force the data to come from the steam cache, NOT from disk virtual FileHandle_t OpenFromCacheForRead( const char *pFileName, const char *pOptions, const char *pathID = 0L ) = 0; virtual void AddSearchPathNoWrite( const char *pPath, const char *pathID ) = 0; }; // Steam3/Src compat #define IBaseFileSystem IFileSystem #define FILESYSTEM_INTERFACE_VERSION "VFileSystem009" #endif // FILESYSTEM_H