/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// //////// Win32BIGFileSystem.h /////////////////////////// // Bryan Cleveland, August 2002 ///////////////////////////////////////////////////////////// #pragma once #ifndef __WIN32BIGFILESYSTEM_H #define __WIN32BIGFILESYSTEM_H #include "Common/ArchiveFileSystem.h" class Win32BIGFileSystem : public ArchiveFileSystem { public: Win32BIGFileSystem(); virtual ~Win32BIGFileSystem(); virtual void init( void ); virtual void update( void ); virtual void reset( void ); virtual void postProcessLoad( void ); // ArchiveFile operations virtual void closeAllArchiveFiles( void ); ///< Close all Archivefiles currently open // File operations virtual ArchiveFile * openArchiveFile(const Char *filename); virtual void closeArchiveFile(const Char *filename); virtual void closeAllFiles( void ); ///< Close all files associated with ArchiveFiles virtual Bool loadBigFilesFromDirectory(AsciiString dir, AsciiString fileMask, Bool overwrite = FALSE); protected: }; #endif // __WIN32BIGFILESYSTEM_H