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forked from 0ad/0ad
0ad/source/ps/ArchiveBuilder.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

70 lines
2.3 KiB
C++

/* 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