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Aquaria/Aquaria/ModDownloader.h
fgenesis 6dc1c1e8d1 [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 17:52:19 +02:00

45 lines
1 KiB
C++

#ifndef MODDOWNLOADER_H
#define MODDOWNLOADER_H
#ifdef BBGE_BUILD_VFS
#include <string>
#include <set>
#include "Network.h"
#define DEFAULT_MASTER_SERVER "fg.wzff.de/aqmods/"
class ModlistRequest;
class ModRequest;
class IconRequest;
class ModDL
{
public:
ModDL();
~ModDL();
void init();
void GetModlist(const std::string& url, bool allowChaining, bool first);
void NotifyModlist(ModlistRequest *rq, Network::NetEvent ev, size_t recvd, size_t total);
bool ParseModXML(const std::string& fn, bool allowChaining);
void GetMod(const std::string& url, const std::string& localname);
void NotifyMod(ModRequest *rq, Network::NetEvent ev, size_t recvd, size_t total);
void GetIcon(const std::string& url, const std::string& localname);
void NotifyIcon(IconRequest *rq, Network::NetEvent ev, size_t recvd, size_t total);
std::string remoteToLocalName(const std::string& url);
bool hasUrlFileCached(const std::string& url);
std::set<std::string> knownServers;
std::string tempDir;
};
extern ModDL moddl;
#endif
#endif