Files
DoomRTX/neo/engine/framework/File.h
T
2026-05-09 22:10:40 -07:00

477 lines
19 KiB
C++

/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech Source Code 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.
IceTech Source Code 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#ifndef __FILE_H__
#define __FILE_H__
/*
==============================================================
File Streams.
==============================================================
*/
// mode parm for Seek
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
class idFileSystemLocal;
#ifdef QUAKE4
/*
==============================================================
Quake 4 moved idFile to a pure virtual interface and put the
Doom 3 default implementations into idFile_Common.
==============================================================
*/
class idFile {
public:
virtual ~idFile( void ) {}
// Get the name of the file.
virtual const char * GetName( void ) = 0;
// Get the full file path.
virtual const char * GetFullPath( void ) = 0;
// Read data from the file to the buffer.
virtual int Read( void *buffer, int len ) = 0;
// Write data from the buffer to the file.
virtual int Write( const void *buffer, int len ) = 0;
// Returns the length of the file.
virtual int Length( void ) = 0;
// Return a time value for reload operations.
virtual unsigned int Timestamp( void ) = 0;
// Returns offset in file.
virtual int Tell( void ) = 0;
// Forces flush on files being writting to.
virtual void ForceFlush( void ) = 0;
// Causes any buffered data to be written to the file.
virtual void Flush( void ) = 0;
// Seek on a file.
virtual int Seek( long offset, fsOrigin_t origin ) = 0;
// Go back to the beginning of the file.
virtual void Rewind( void ) = 0;
// Like fprintf.
virtual int Printf( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Like fprintf but with argument pointer
virtual int VPrintf( const char *fmt, va_list arg ) = 0;
// Write a string with high precision floating point numbers to the file.
virtual int WriteFloatString( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Endian portable alternatives to Read(...)
virtual int ReadInt( int &value ) = 0;
virtual int ReadUnsignedInt( unsigned int &value ) = 0;
virtual int ReadShort( short &value ) = 0;
virtual int ReadUnsignedShort( unsigned short &value ) = 0;
virtual int ReadChar( char &value ) = 0;
virtual int ReadUnsignedChar( unsigned char &value ) = 0;
virtual int ReadFloat( float &value ) = 0;
virtual int ReadBool( bool &value ) = 0;
virtual int ReadString( idStr &string ) = 0;
virtual int ReadVec2( idVec2 &vec ) = 0;
virtual int ReadVec3( idVec3 &vec ) = 0;
virtual int ReadVec4( idVec4 &vec ) = 0;
virtual int ReadVec5( idVec5 &vec ) = 0;
virtual int ReadVec6( idVec6 &vec ) = 0;
virtual int ReadMat3( idMat3 &mat ) = 0;
virtual int ReadBounds( idBounds &bounds ) = 0;
// Endian portable alternatives to Write(...)
virtual int WriteInt( const int value ) = 0;
virtual int WriteUnsignedInt( const unsigned int value ) = 0;
virtual int WriteShort( const short value ) = 0;
virtual int WriteUnsignedShort( unsigned short value ) = 0;
virtual int WriteChar( const char value ) = 0;
virtual int WriteUnsignedChar( const unsigned char value ) = 0;
virtual int WriteFloat( const float value ) = 0;
virtual int WriteBool( const bool value ) = 0;
virtual int WriteString( const char *string ) = 0;
virtual int WriteVec2( const idVec2 &vec ) = 0;
virtual int WriteVec3( const idVec3 &vec ) = 0;
virtual int WriteVec4( const idVec4 &vec ) = 0;
virtual int WriteVec5( const idVec5 &vec ) = 0;
virtual int WriteVec6( const idVec6 &vec ) = 0;
virtual int WriteMat3( const idMat3 &mat ) = 0;
virtual int WriteBounds( const idBounds &bounds ) = 0;
// dluetscher: added method to write a structure array that is made up of numerics (floats, ints) from the given storage
virtual void WriteNumericStructArray( int numStructElements, int tokenSubTypeStructElements[], int arrayCount, byte *arrayStorage, const char *prepend ) = 0;
// jscott: for savegame and demo file syncing
virtual void WriteSyncId( void ) = 0;
virtual void ReadSyncId( const char *detail = "unspecified", const char *classname = NULL ) = 0;
};
class idFile_Common : public idFile {
public:
virtual ~idFile_Common( void ) {}
// Get the name of the file.
virtual const char * GetName( void );
// Get the full file path.
virtual const char * GetFullPath( void );
// Read data from the file to the buffer.
virtual int Read( void *buffer, int len );
// Write data from the buffer to the file.
virtual int Write( const void *buffer, int len );
// Returns the length of the file.
virtual int Length( void );
// Return a time value for reload operations.
virtual unsigned int Timestamp( void );
// Returns offset in file.
virtual int Tell( void );
// Forces flush on files being writting to.
virtual void ForceFlush( void );
// Causes any buffered data to be written to the file.
virtual void Flush( void );
// Seek on a file.
virtual int Seek( long offset, fsOrigin_t origin );
// Go back to the beginning of the file.
virtual void Rewind( void );
// Like fprintf.
virtual int Printf( const char *fmt, ... ) id_attribute((format(printf,2,3)));
// Like fprintf but with argument pointer
virtual int VPrintf( const char *fmt, va_list arg );
// Write a string with high precision floating point numbers to the file.
virtual int WriteFloatString( const char *fmt, ... ) id_attribute((format(printf,2,3)));
// Endian portable alternatives to Read(...)
virtual int ReadInt( int &value );
virtual int ReadUnsignedInt( unsigned int &value );
virtual int ReadShort( short &value );
virtual int ReadUnsignedShort( unsigned short &value );
virtual int ReadChar( char &value );
virtual int ReadUnsignedChar( unsigned char &value );
virtual int ReadFloat( float &value );
virtual int ReadBool( bool &value );
virtual int ReadString( idStr &string );
virtual int ReadVec2( idVec2 &vec );
virtual int ReadVec3( idVec3 &vec );
virtual int ReadVec4( idVec4 &vec );
virtual int ReadVec5( idVec5 &vec );
virtual int ReadVec6( idVec6 &vec );
virtual int ReadMat3( idMat3 &mat );
virtual int ReadBounds( idBounds &bounds );
// Endian portable alternatives to Write(...)
virtual int WriteInt( const int value );
virtual int WriteUnsignedInt( const unsigned int value );
virtual int WriteShort( const short value );
virtual int WriteUnsignedShort( unsigned short value );
virtual int WriteChar( const char value );
virtual int WriteUnsignedChar( const unsigned char value );
virtual int WriteFloat( const float value );
virtual int WriteBool( const bool value );
virtual int WriteString( const char *string );
virtual int WriteVec2( const idVec2 &vec );
virtual int WriteVec3( const idVec3 &vec );
virtual int WriteVec4( const idVec4 &vec );
virtual int WriteVec5( const idVec5 &vec );
virtual int WriteVec6( const idVec6 &vec );
virtual int WriteMat3( const idMat3 &mat );
virtual int WriteBounds( const idBounds &bounds );
// dluetscher: added method to write a structure array that is made up of numerics (floats, ints) from the given storage
virtual void WriteNumericStructArray( int numStructElements, int tokenSubTypeStructElements[], int arrayCount, byte *arrayStorage, const char *prepend );
// jscott: for savegame and demo file syncing
virtual void WriteSyncId( void );
virtual void ReadSyncId( const char *detail = "unspecific", const char *classname = NULL );
};
#define ID_FILE_BASE_CLASS idFile_Common
#define ID_FILE_TIMESTAMP_TYPE unsigned int
#else /* !QUAKE4 */
class idFile {
public:
virtual ~idFile( void ) {};
// Get the name of the file.
virtual const char * GetName( void );
// Get the full file path.
virtual const char * GetFullPath( void );
// Read data from the file to the buffer.
virtual int Read( void *buffer, int len );
// Write data from the buffer to the file.
virtual int Write( const void *buffer, int len );
// Returns the length of the file.
virtual int Length( void );
// Return a time value for reload operations.
virtual ID_TIME_T Timestamp( void );
// Returns offset in file.
virtual int Tell( void );
// Forces flush on files being writting to.
virtual void ForceFlush( void );
// Causes any buffered data to be written to the file.
virtual void Flush( void );
// Seek on a file.
virtual int Seek( long offset, fsOrigin_t origin );
// Go back to the beginning of the file.
virtual void Rewind( void );
// Like fprintf.
virtual int Printf( const char *fmt, ... ) id_attribute((format(printf,2,3)));
// Like fprintf but with argument pointer
virtual int VPrintf( const char *fmt, va_list arg );
// Write a string with high precision floating point numbers to the file.
virtual int WriteFloatString( const char *fmt, ... ) id_attribute((format(printf,2,3)));
// Endian portable alternatives to Read(...)
virtual int ReadInt( int &value );
virtual int ReadUnsignedInt( unsigned int &value );
virtual int ReadShort( short &value );
virtual int ReadUnsignedShort( unsigned short &value );
virtual int ReadChar( char &value );
virtual int ReadUnsignedChar( unsigned char &value );
virtual int ReadFloat( float &value );
virtual int ReadBool( bool &value );
virtual int ReadString( idStr &string );
virtual int ReadVec2( idVec2 &vec );
virtual int ReadVec3( idVec3 &vec );
virtual int ReadVec4( idVec4 &vec );
virtual int ReadVec6( idVec6 &vec );
virtual int ReadMat3( idMat3 &mat );
// Endian portable alternatives to Write(...)
virtual int WriteInt( const int value );
virtual int WriteUnsignedInt( const unsigned int value );
virtual int WriteShort( const short value );
virtual int WriteUnsignedShort( unsigned short value );
virtual int WriteChar( const char value );
virtual int WriteUnsignedChar( const unsigned char value );
virtual int WriteFloat( const float value );
virtual int WriteBool( const bool value );
virtual int WriteString( const char *string );
virtual int WriteVec2( const idVec2 &vec );
virtual int WriteVec3( const idVec3 &vec );
virtual int WriteVec4( const idVec4 &vec );
virtual int WriteVec6( const idVec6 &vec );
virtual int WriteMat3( const idMat3 &mat );
};
#define ID_FILE_BASE_CLASS idFile
#define ID_FILE_TIMESTAMP_TYPE ID_TIME_T
#endif /* QUAKE4 */
class idFile_Memory : public ID_FILE_BASE_CLASS {
friend class idFileSystemLocal;
public:
idFile_Memory( void ); // file for writing without name
idFile_Memory( const char *name ); // file for writing
idFile_Memory( const char *name, char *data, int length ); // file for writing
idFile_Memory( const char *name, const char *data, int length ); // file for reading
virtual ~idFile_Memory( void );
virtual const char * GetName( void ) { return name.c_str(); }
virtual const char * GetFullPath( void ) { return name.c_str(); }
virtual int Read( void *buffer, int len );
virtual int Write( const void *buffer, int len );
virtual int Length( void );
virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void );
virtual int Tell( void );
virtual void ForceFlush( void );
virtual void Flush( void );
virtual int Seek( long offset, fsOrigin_t origin );
#ifdef QUAKE4
virtual void Rewind( void );
#endif
// changes memory file to read only
virtual void MakeReadOnly( void );
// clear the file
virtual void Clear( bool freeMemory = true );
// set data for reading
void SetData( const char *data, int length );
// returns const pointer to the memory buffer
const char * GetDataPtr( void ) const { return filePtr; }
// set the file granularity
void SetGranularity( int g ) { assert( g > 0 ); granularity = g; }
private:
idStr name; // name of the file
int mode; // open mode
int maxSize; // maximum size of file
int fileSize; // size of the file
int allocated; // allocated size
int granularity; // file granularity
char * filePtr; // buffer holding the file data
char * curPtr; // current read/write pointer
};
class idFile_BitMsg : public ID_FILE_BASE_CLASS {
friend class idFileSystemLocal;
public:
idFile_BitMsg( idBitMsg &msg );
idFile_BitMsg( const idBitMsg &msg );
virtual ~idFile_BitMsg( void );
virtual const char * GetName( void ) { return name.c_str(); }
virtual const char * GetFullPath( void ) { return name.c_str(); }
virtual int Read( void *buffer, int len );
virtual int Write( const void *buffer, int len );
virtual int Length( void );
virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void );
virtual int Tell( void );
virtual void ForceFlush( void );
virtual void Flush( void );
virtual int Seek( long offset, fsOrigin_t origin );
private:
idStr name; // name of the file
int mode; // open mode
idBitMsg * msg;
};
class idFile_Permanent : public ID_FILE_BASE_CLASS {
friend class idFileSystemLocal;
public:
idFile_Permanent( void );
virtual ~idFile_Permanent( void );
virtual const char * GetName( void ) { return name.c_str(); }
virtual const char * GetFullPath( void ) { return fullPath.c_str(); }
virtual int Read( void *buffer, int len );
virtual int Write( const void *buffer, int len );
virtual int Length( void );
virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void );
virtual int Tell( void );
virtual void ForceFlush( void );
virtual void Flush( void );
virtual int Seek( long offset, fsOrigin_t origin );
// returns file pointer
FILE * GetFilePtr( void ) { return o; }
private:
idStr name; // relative path of the file - relative path
idStr fullPath; // full file path - OS path
int mode; // open mode
int fileSize; // size of the file
FILE * o; // file handle
bool handleSync; // true if written data is immediately flushed
};
#ifdef QUAKE4
class idFile_ASCII : public idFile_Permanent {
int inside;
public:
idFile_ASCII( void );
virtual int Read( void *buffer, int len );
// Write data from the buffer to the file.
virtual int Write( const void *buffer, int len );
// Endian portable alternatives to Read(...)
virtual int ReadInt( int &value );
virtual int ReadUnsignedInt( unsigned int &value );
virtual int ReadShort( short &value );
virtual int ReadUnsignedShort( unsigned short &value );
virtual int ReadChar( char &value );
virtual int ReadUnsignedChar( unsigned char &value );
virtual int ReadFloat( float &value );
virtual int ReadBool( bool &value );
virtual int ReadString( idStr &string );
virtual int ReadVec2( idVec2 &vec );
virtual int ReadVec3( idVec3 &vec );
virtual int ReadVec4( idVec4 &vec );
virtual int ReadVec5( idVec5 &vec );
virtual int ReadVec6( idVec6 &vec );
virtual int ReadMat3( idMat3 &mat );
// Endian portable alternatives to Write(...)
virtual int WriteInt( const int value );
virtual int WriteUnsignedInt( const unsigned int value );
virtual int WriteShort( const short value );
virtual int WriteUnsignedShort( unsigned short value );
virtual int WriteChar( const char value );
virtual int WriteUnsignedChar( const unsigned char value );
virtual int WriteFloat( const float value );
virtual int WriteBool( const bool value );
virtual int WriteString( const char *string );
virtual int WriteVec2( const idVec2 &vec );
virtual int WriteVec3( const idVec3 &vec );
virtual int WriteVec4( const idVec4 &vec );
virtual int WriteVec5( const idVec5 &vec );
virtual int WriteVec6( const idVec6 &vec );
virtual int WriteMat3( const idMat3 &mat );
// dluetscher: added method to write a structure array that is made up of numerics (floats, ints) from the given storage
virtual void WriteNumericStructArray( int numStructElements, int tokenSubTypeStructElements[], int arrayCount, byte *arrayStorage, const char *prepend );
// jscott: for savegame and demo file syncing
virtual void WriteSyncId( void );
virtual void ReadSyncId( const char *detail = "unspecific", const char *classname = NULL );
};
#endif /* QUAKE4 */
class idFile_InZip : public ID_FILE_BASE_CLASS {
friend class idFileSystemLocal;
public:
idFile_InZip( void );
virtual ~idFile_InZip( void );
virtual const char * GetName( void ) { return name.c_str(); }
virtual const char * GetFullPath( void ) { return fullPath.c_str(); }
virtual int Read( void *buffer, int len );
virtual int Write( const void *buffer, int len );
virtual int Length( void );
virtual ID_FILE_TIMESTAMP_TYPE Timestamp( void );
virtual int Tell( void );
virtual void ForceFlush( void );
virtual void Flush( void );
virtual int Seek( long offset, fsOrigin_t origin );
private:
idStr name; // name of the file in the pak
idStr fullPath; // full file path including pak file name
int zipFilePos; // zip file info position in pak
int fileSize; // size of the file
void * z; // unzip info
};
#undef ID_FILE_BASE_CLASS
#undef ID_FILE_TIMESTAMP_TYPE
#endif /* !__FILE_H__ */