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Aquaria/ExternalLibs/FileAPI.cpp

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[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
#ifdef BBGE_BUILD_VFS
#include "FileAPI.h"
#include "ttvfs_zip/VFSZipArchiveLoader.h"
#include <stdio.h>
ttvfs::VFSHelper vfs;
VFILE *vfopen(const char *fn, const char *mode)
{
if (strchr(mode, 'w'))
{
fprintf(stderr, "FileAPI.h: File writing via VFS not yet supported!");
return NULL;
}
VFILE *vf = vfs.GetFile(fn);
if (!vf || !vf->open(mode))
return NULL;
++(vf->ref); // keep the file alive until closed.
return vf;
}
size_t vfread(void *ptr, size_t size, size_t count, VFILE *vf)
{
return vf->read(ptr, size * count) / size;
}
int vfclose(VFILE *vf)
{
bool closed = vf->close();
vf->ref--;
return closed ? 0 : EOF;
}
size_t vfwrite(const void *ptr, size_t size, size_t count, VFILE *vf)
{
return vf->write(ptr, size * count) / size;
}
// return 0 on success, -1 on error
int vfseek(VFILE *vf, long int offset, int origin)
{
bool ok = false;
switch(origin)
{
case SEEK_SET: ok = vf->seek(offset); break;
case SEEK_CUR: ok = vf->seekRel(offset); break;
case SEEK_END: ok = vf->seek((long int)(vf->size() - offset)); break;
}
return ok ? 0 : -1;
}
char *vfgets(char *str, int num, VFILE *vf)
{
char *s = str;
if (vf->iseof())
return NULL;
char *ptr = (char*)vf->getBuf() + vf->getpos();
unsigned int remain = int(vf->size() - vf->getpos());
if (remain < (unsigned int)num)
num = remain;
else
--num; // be sure to keep space for the final null char
int i = 0;
char c;
for( ; i < num && *ptr; ++i)
{
c = (*s++ = *ptr++);
if(c == '\n' || c == '\r')
{
++i;
c = *ptr++; // because windows linebreaks suck.
if(c == '\n' || c == '\r')
++i;
break;
}
}
vf->seekRel(i);
*s++ = 0;
return str;
}
void vfclear(VFILE *vf)
{
vf->dropBuf(true);
}
long int vftell(VFILE *vf)
{
return (long int)vf->getpos();
}
InStream::InStream(const std::string& fn)
: std::istringstream()
{
open(fn.c_str());
}
InStream::InStream(const char *fn)
: std::istringstream()
{
open(fn);
}
bool InStream::open(const char *fn)
{
ttvfs::VFSFile *vf = vfs.GetFile(fn);
if(vf)
{
vf->open("r");
str((char*)vf->getBuf()); // stringstream will always make a copy
vf->close();
vf->dropBuf(true);
return true;
}
2012-09-23 03:30:47 +00:00
setstate(std::ios::failbit);
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - HTTP networking support, mods can be downloaded via the builtin downloader. All network activity runs in a seperate thread, which is started as soon as any network activity is requested. - The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise; this setting can be overridden in the config file. - The mod selector screen is now a grid-view for much better navigation; also works with joystick. - VFS code is functionally similar to the old molebox-packed release for win32. The game could also have its data shipped in a Zip file or any other kind of archive. - It is still possible to build without VFS support, but then the mod downloader and soft-patching will not be available. The full commit history can be found here: https://github.com/fgenesis/Aquaria_clean/compare/master...vfs The most important commit messages follow: [...] This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ... Some code is #ifdef'd for better performance and less memory-copying. VFILE is defined to whatever type of file is in use: - FILE if BBGE_BUILD_VFS is not defined - tttvfs::VFSFile if it is. Other changes: - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE. - glpng can now load from a memory buffer. - TinyXML uses the VFS for reading operations now. - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer, which gets its data in one block (necessary to use the VFS without implementing a somewhat STL-compliant std::ifstream replacement.) ------------- Implement loading mods from zip files. ------------- Implement soft-patching game data files. (Replacing textures/audio/... on the fly) ------------- Misc bits: - Extended GUI focus handling a bit - Fixed weirdness in texture loading... not sure but this seems more correct to me. Actually, considering that the texture will have its native size after restarting the game, the lines removed with this commit seem pretty useless.
2012-06-01 15:52:19 +00:00
return false;
}
#endif