0ad/source/ps/Filesystem.h
Ykkrosh 310f3466a8 # Hotloading of actor XML files.
Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
2010-06-03 01:29:43 +00:00

86 lines
2.4 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_PS_FILESYSTEM
#define INCLUDED_PS_FILESYSTEM
#include "lib/path_util.h"
#include "lib/file/file.h"
#include "lib/file/io/io.h"
#include "lib/file/vfs/vfs.h"
#include "lib/file/file_system_util.h"
#include "lib/file/io/write_buffer.h"
#include "ps/CStr.h"
#include "ps/Errors.h"
extern PIVFS g_VFS;
extern bool FileExists(const VfsPath& pathname);
/**
* callback function type for file change notifications
*/
typedef LibError (*FileReloadFunc)(void* param, const VfsPath& path);
/**
* register a callback function to be called by ReloadChangedFiles
*/
void RegisterFileReloadFunc(FileReloadFunc func, void* obj);
/**
* delete a callback function registered with RegisterFileReloadFunc
* (removes any with the same func and obj)
*/
void UnregisterFileReloadFunc(FileReloadFunc func, void* obj);
/**
* poll for directory change notifications and reload all affected files.
* must be called regularly (e.g. once a frame), else notifications
* may be lost.
* note: polling is much simpler than asynchronous notifications.
**/
extern LibError ReloadChangedFiles();
ERROR_GROUP(CVFSFile);
ERROR_TYPE(CVFSFile, LoadFailed);
ERROR_TYPE(CVFSFile, AlreadyLoaded);
ERROR_TYPE(CVFSFile, InvalidBufferAccess);
// Reads a file, then gives read-only access to the contents
class CVFSFile
{
public:
CVFSFile();
~CVFSFile();
// Returns either PSRETURN_OK or PSRETURN_CVFSFile_LoadFailed.
// Dies if a file has already been successfully loaded.
PSRETURN Load(const VfsPath& filename);
// These die if called when no file has been successfully loaded.
const u8* GetBuffer() const;
size_t GetBufferSize() const;
CStr GetAsString() const;
private:
shared_ptr<u8> m_Buffer;
size_t m_BufferSize;
};
#endif // #ifndef INCLUDED_PS_FILESYSTEM