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0ad/source/ps/ArchiveBuilder.h

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/* Copyright (C) 2014 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/vfs/vfs.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 OsPath& mod, const OsPath& tempdir);
~CArchiveBuilder();
/**
* Add a mod which will be loaded but not archived, to provide
* files like textures.xml needed for the conversion.
* Added mods will be mounted with increasing priority.
* Typically this will be called with 'public', when packaging
* a user's mod.
* @param mod path to data/mods/foo directory, containing files for loading
*/
void AddBaseMod(const OsPath& 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)
* @param compress whether to compress the contents of the .zip file
*/
void Build(const OsPath& archive, bool compress);
private:
static Status CollectFileCB(const VfsPath& pathname, const CFileInfo& fileInfo, const uintptr_t cbData);
PIVFS m_VFS;
std::vector<VfsPath> m_Files;
OsPath m_TempDir;
size_t m_NumBaseMods;
};
#endif // INCLUDED_ARCHIVEBUILDER