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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
- //
- ///////////////////////////////////////////////////////////////////////////////
- #if _MSC_VER >= 1000
- #pragma once
- #endif // _MSC_VER >= 1000
- #ifndef __W3DFILESYSTEM_H_
- #define __W3DFILESYSTEM_H_
- #include "WWLIB/ffactory.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(void);
- virtual ~GameFileClass(void);
- virtual char const * File_Name(void) const;
- virtual char const * Set_Name(char const *filename);
- // (gth) had to re-instate these functions in the base class, for now just give empty implementations...
- virtual int Create(void) { assert(0); return 1; }
- virtual int Delete(void) { assert(0); return 1; }
- virtual bool Is_Available(int forced=false);
- virtual bool Is_Open(void) const;
- virtual int Open(char const *filename, int rights=READ);
- virtual int Open(int rights=READ);
- virtual int Read(void *buffer, int len);
- virtual int Seek(int pos, int dir=SEEK_CUR);
- virtual int Size(void);
- virtual int Write(void const *buffer, int len);
- virtual void Close(void);
- 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(void);
- ~W3DFileSystem(void);
- virtual FileClass * Get_File( char const *filename );
- virtual void Return_File( FileClass *file );
- };
- extern W3DFileSystem *TheW3DFileSystem;
- #endif
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