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forked from 0ad/0ad
0ad/source/ps/ArchiveBuilder.h
Ykkrosh 0d172264f8 # Add -archivebuild mode to generate .zip files for releases, with automatic compression of textures.
Fix terrain manager to understand .cached.dds files.
Fix IArchiveWriter so you can pass it absolute paths of files to load,
and different relative paths for storing inside the archive.
Fix fs_util::ForEachFile when called on the VFS root.

This was SVN commit r8130.
2010-09-18 18:21:00 +00:00

65 lines
2.1 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ARCHIVEBUILDER
#define INCLUDED_ARCHIVEBUILDER
#include "lib/file/file_system_util.h"
#include "ps/CStr.h"
/**
* Packages a mod's files into a distributable archive.
* This includes various game-specific knowledge on how to convert
* and cache certain files into more efficient formats (PNG -> DDS, etc).
*/
class CArchiveBuilder
{
public:
/**
* Initialise the archive builder for processing the given mod.
* Assumes no graphics code (especially tex_codec) has been initialised yet.
*
* @param mod path to data/mods/foo directory, containing files for conversion
* @param tempdir path to a writable directory for temporary files
*/
CArchiveBuilder(const fs::wpath& mod, const fs::wpath& tempdir);
~CArchiveBuilder();
/**
* Add a mod which will be loaded but not archived, to provide
* files like textures.xml needed for the conversion.
* @param mod path to data/mods/foo directory, containing files for loading
*/
void AddBaseMod(const fs::wpath& mod);
/**
* Do all the processing and packing of files into the archive.
* @param archive path of .zip file to generate (will be overwritten if it exists)
*/
void Build(const fs::wpath& archive);
private:
static LibError CollectFileCB(const VfsPath& pathname, const FileInfo& fileInfo, const uintptr_t cbData);
PIVFS m_VFS;
std::vector<VfsPath> m_Files;
fs::wpath m_TempDir;
};
#endif // INCLUDED_ARCHIVEBUILDER