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physfs.h
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/**
* \file physfs.h
*
* Main header file for PhysicsFS.
*/
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/**
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* \mainpage PhysicsFS
*
* The latest version of PhysicsFS can be found at:
* http://icculus.org/physfs/
*
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* PhysicsFS; a portable, flexible file i/o abstraction.
*
* This API gives you access to a system file system in ways superior to the
* stdio or system i/o calls. The brief benefits:
*
* - It's portable.
* - It's safe. No file access is permitted outside the specified dirs.
* - It's flexible. Archives (.ZIP files) can be used transparently as
* directory structures.
*
* This system is largely inspired by Quake 3's PK3 files and the related
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* fs_* cvars. If you've ever tinkered with these, then this API will be
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* familiar to you.
*
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* With PhysicsFS, you have a single writing directory and multiple
* directories (the "search path") for reading. You can think of this as a
* filesystem within a filesystem. If (on Windows) you were to set the
* writing directory to "C:\MyGame\MyWritingDirectory", then no PHYSFS calls
* could touch anything above this directory, including the "C:\MyGame" and
* "C:\" directories. This prevents an application's internal scripting
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* language from piddling over c:\\config.sys, for example. If you'd rather
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* give PHYSFS full access to the system's REAL file system, set the writing
* dir to "C:\", but that's generally A Bad Thing for several reasons.
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*
* Drive letters are hidden in PhysicsFS once you set up your initial paths.
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* The search path creates a single, hierarchical directory structure.
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* Not only does this lend itself well to general abstraction with archives,
* it also gives better support to operating systems like MacOS and Unix.
* Generally speaking, you shouldn't ever hardcode a drive letter; not only
* does this hurt portability to non-Microsoft OSes, but it limits your win32
* users to a single drive, too. Use the PhysicsFS abstraction functions and
* allow user-defined configuration options, too. When opening a file, you
* specify it like it was on a Unix filesystem: if you want to write to
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* "C:\MyGame\MyConfigFiles\game.cfg", then you might set the write dir to
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* "C:\MyGame" and then open "MyConfigFiles/game.cfg". This gives an
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* abstraction across all platforms. Specifying a file in this way is termed
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* "platform-independent notation" in this documentation. Specifying a
* a filename in a form such as "C:\mydir\myfile" or
* "MacOS hard drive:My Directory:My File" is termed "platform-dependent
* notation". The only time you use platform-dependent notation is when
* setting up your write directory and search path; after that, all file
* access into those directories are done with platform-independent notation.
*
* All files opened for writing are opened in relation to the write directory,
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* which is the root of the writable filesystem. When opening a file for
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* reading, PhysicsFS goes through the search path. This is NOT the
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* same thing as the PATH environment variable. An application using
* PhysicsFS specifies directories to be searched which may be actual
* directories, or archive files that contain files and subdirectories of
* their own. See the end of these docs for currently supported archive
* formats.
*
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* Once the search path is defined, you may open files for reading. If you've
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* got the following search path defined (to use a win32 example again):
*
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* - C:\\mygame
* - C:\\mygame\\myuserfiles
* - D:\\mygamescdromdatafiles
* - C:\\mygame\\installeddatafiles.zip
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*
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* Then a call to PHYSFS_openRead("textfiles/myfile.txt") (note the directory
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* separator, lack of drive letter, and lack of dir separator at the start of
* the string; this is platform-independent notation) will check for
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* C:\\mygame\\textfiles\\myfile.txt, then
* C:\\mygame\\myuserfiles\\textfiles\\myfile.txt, then
* D:\\mygamescdromdatafiles\\textfiles\\myfile.txt, then, finally, for
* textfiles\\myfile.txt inside of C:\\mygame\\installeddatafiles.zip.
* Remember that most archive types and platform filesystems store their
* filenames in a case-sensitive manner, so you should be careful to specify
* it correctly.
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*
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* Files opened through PhysicsFS may NOT contain "." or ".." or ":" as dir
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* elements. Not only are these meaningless on MacOS Classic and/or Unix,
* they are a security hole. Also, symbolic links (which can be found in
* some archive types and directly in the filesystem on Unix platforms) are
* NOT followed until you call PHYSFS_permitSymbolicLinks(). That's left to
* your own discretion, as following a symlink can allow for access outside
* the write dir and search paths. For portability, there is no mechanism for
* creating new symlinks in PhysicsFS.
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*
* The write dir is not included in the search path unless you specifically
* add it. While you CAN change the write dir as many times as you like,
* you should probably set it once and stick to it. Remember that your
* program will not have permission to write in every directory on Unix and
* NT systems.
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*
* All files are opened in binary mode; there is no endline conversion for
* textfiles. Other than that, PhysicsFS has some convenience functions for
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* platform-independence. There is a function to tell you the current
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* platform's dir separator ("\\" on windows, "/" on Unix, ":" on MacOS),
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* which is needed only to set up your search/write paths. There is a
* function to tell you what CD-ROM drives contain accessible discs, and a
* function to recommend a good search path, etc.
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*
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* A recommended order for the search path is the write dir, then the base dir,
* then the cdrom dir, then any archives discovered. Quake 3 does something
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* like this, but moves the archives to the start of the search path. Build
* Engine games, like Duke Nukem 3D and Blood, place the archives last, and
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* use the base dir for both searching and writing. There is a helper
* function (PHYSFS_setSaneConfig()) that puts together a basic configuration
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* for you, based on a few parameters. Also see the comments on
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* PHYSFS_getBaseDir(), and PHYSFS_getUserDir() for info on what those
* are and how they can help you determine an optimal search path.
*
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* PhysicsFS 2.0 adds the concept of "mounting" archives to arbitrary points
* in the search path. If a zipfile contains "maps/level.map" and you mount
* that archive at "mods/mymod", then you would have to open
* "mods/mymod/maps/level.map" to access the file, even though "mods/mymod"
* isn't actually specified in the .zip file. Unlike the Unix mentality of
* mounting a filesystem, "mods/mymod" doesn't actually have to exist when
* mounting the zipfile. It's a "virtual" directory. The mounting mechanism
* allows the developer to seperate archives in the tree and avoid trampling
* over files when added new archives, such as including mod support in a
* game...keeping external content on a tight leash in this manner can be of
* utmost importance to some applications.
*
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* PhysicsFS is mostly thread safe. The error messages returned by
* PHYSFS_getLastError are unique by thread, and library-state-setting
* functions are mutex'd. For efficiency, individual file accesses are
* not locked, so you can not safely read/write/seek/close/etc the same
* file from two threads at the same time. Other race conditions are bugs
* that should be reported/patched.
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*
* While you CAN use stdio/syscall file access in a program that has PHYSFS_*
* calls, doing so is not recommended, and you can not use system
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* filehandles with PhysicsFS and vice versa.
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*
* Note that archives need not be named as such: if you have a ZIP file and
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* rename it with a .PKG extension, the file will still be recognized as a
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* ZIP archive by PhysicsFS; the file's contents are used to determine its
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* type where possible.
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*
* Currently supported archive types:
* - .ZIP (pkZip/WinZip/Info-ZIP compatible)
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* - .7Z (7zip archives)
* - .ISO (ISO9660 files, CD-ROM images)
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* - .GRP (Build Engine groupfile archives)
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* - .PAK (Quake I/II archive format)
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* - .HOG (Descent I/II HOG file archives)
* - .MVL (Descent II movielib archives)
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* - .WAD (DOOM engine archives)
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*
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*
* String policy for PhysicsFS 2.0 and later:
*
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* PhysicsFS 1.0 could only deal with null-terminated ASCII strings. All high
* ASCII chars resulted in undefined behaviour, and there was no Unicode
* support at all. PhysicsFS 2.0 supports Unicode without breaking binary
* compatibility with the 1.0 API by using UTF-8 encoding of all strings
* passed in and out of the library.
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*
* All strings passed through PhysicsFS are in null-terminated UTF-8 format.
* This means that if all you care about is English (ASCII characters <= 127)
* then you just use regular C strings. If you care about Unicode (and you
* should!) then you need to figure out what your platform wants, needs, and
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* offers. If you are on Windows before Win2000 and build with Unicode
* support, your TCHAR strings are two bytes per character (this is called
* "UCS-2 encoding"). Any modern Windows uses UTF-16, which is two bytes
* per character for most characters, but some characters are four. You
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* should convert them to UTF-8 before handing them to PhysicsFS with
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* PHYSFS_utf8FromUcs2() or PHYSFS_utf8FromUtf16(). If you're using Unix or
* Mac OS X, your wchar_t strings are four bytes per character ("UCS-4
* encoding"). Use PHYSFS_utf8FromUcs4(). Mac OS X can give you UTF-8
* directly from a CFString or NSString, and many Unixes generally give you C
* strings in UTF-8 format everywhere. If you have a single-byte high ASCII
* charset, like so-many European "codepages" you may be out of luck. We'll
* convert from "Latin1" to UTF-8 only, and never back to Latin1. If you're
* above ASCII 127, all bets are off: move to Unicode or use your platform's
* facilities. Passing a C string with high-ASCII data that isn't UTF-8
* encoded will NOT do what you expect!
*
* Naturally, there's also PHYSFS_utf8ToUcs2(), PHYSFS_utf8ToUtf16(), and
* PHYSFS_utf8ToUcs4() to get data back into a format you like. Behind the
* scenes, PhysicsFS will use Unicode where possible: the UTF-8 strings on
* Windows will be converted and used with the multibyte Windows APIs, for
* example.
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*
* PhysicsFS offers basic encoding conversion support, but not a whole string
* library. Get your stuff into whatever format you can work with.
*
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* Some platforms and archivers don't offer full Unicode support behind the
* scenes. For example, OS/2 only offers "codepages" and the filesystem
* itself doesn't support multibyte encodings. We make an earnest effort to
* convert to/from the current locale here, but all bets are off if
* you want to hand an arbitrary Japanese character through to these systems.
* Modern OSes (Mac OS X, Linux, Windows, PocketPC, etc) should all be fine.
* Many game-specific archivers are seriously unprepared for Unicode (the
* Descent HOG/MVL and Build Engine GRP archivers, for example, only offer a
* DOS 8.3 filename, for example). Nothing can be done for these, but they
* tend to be legacy formats for existing content that was all ASCII (and
* thus, valid UTF-8) anyhow. Other formats, like .ZIP, don't explicitly
* offer Unicode support, but unofficially expect filenames to be UTF-8
* encoded, and thus Just Work. Most everything does the right thing without
* bothering you, but it's good to be aware of these nuances in case they
* don't.
*
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*
* Other stuff:
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* Please see the file LICENSE.txt in the source's root directory for licensing
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* and redistribution rights.
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*
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* Please see the file CREDITS.txt in the source's root directory for a more or
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* less complete list of who's responsible for this.
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*
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* \author Ryan C. Gordon.
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*/
#ifndef _INCLUDE_PHYSFS_H_
#define _INCLUDE_PHYSFS_H_
#ifdef __cplusplus
extern "C" {
#endif
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#if defined(PHYSFS_DECL)
/* do nothing. */
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#elif (defined SWIG)
#define PHYSFS_DECL extern
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#elif (defined _MSC_VER)
#define PHYSFS_DECL __declspec(dllexport)
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#elif (defined __SUNPRO_C)
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#define PHYSFS_DECL __global
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#elif ((__GNUC__ >= 3) && (!__EMX__) && (!sun))
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#define PHYSFS_DECL __attribute__((visibility("default")))
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#else
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#define PHYSFS_DECL
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#endif
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#if 0 /* !!! FIXME: look into this later. */
#if defined(PHYSFS_CALL)
/* do nothing. */
#elif defined(__WIN32__) && !defined(__GNUC__)
#define PHYSFS_CALL __cdecl
#elif defined(__OS2__) /* use _System, so it works across all compilers. */
#define PHYSFS_CALL _System
#else
#define PHYSFS_CALL
#endif
#endif
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/**
* \typedef PHYSFS_uint8
* \brief An unsigned, 8-bit integer type.
*/
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typedef unsigned char PHYSFS_uint8;
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/**
* \typedef PHYSFS_sint8
* \brief A signed, 8-bit integer type.
*/
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typedef signed char PHYSFS_sint8;
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/**
* \typedef PHYSFS_uint16
* \brief An unsigned, 16-bit integer type.
*/
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typedef unsigned short PHYSFS_uint16;
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/**
* \typedef PHYSFS_sint16
* \brief A signed, 16-bit integer type.
*/
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typedef signed short PHYSFS_sint16;
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/**
* \typedef PHYSFS_uint32
* \brief An unsigned, 32-bit integer type.
*/
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typedef unsigned int PHYSFS_uint32;
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/**
* \typedef PHYSFS_sint32
* \brief A signed, 32-bit integer type.
*/
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typedef signed int PHYSFS_sint32;
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/**
* \typedef PHYSFS_uint64
* \brief An unsigned, 64-bit integer type.
* \warning on platforms without any sort of 64-bit datatype, this is
* equivalent to PHYSFS_uint32!
*/
/**
* \typedef PHYSFS_sint64
* \brief A signed, 64-bit integer type.
* \warning on platforms without any sort of 64-bit datatype, this is
* equivalent to PHYSFS_sint32!
*/
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#if (defined PHYSFS_NO_64BIT_SUPPORT) /* oh well. */
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typedef PHYSFS_uint32 PHYSFS_uint64;
typedef PHYSFS_sint32 PHYSFS_sint64;
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#elif (defined _MSC_VER)
typedef signed __int64 PHYSFS_sint64;
typedef unsigned __int64 PHYSFS_uint64;
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#else
typedef unsigned long long PHYSFS_uint64;
typedef signed long long PHYSFS_sint64;
#endif
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#ifndef SWIG
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#ifndef DOXYGEN_SHOULD_IGNORE_THIS
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/* Make sure the types really have the right sizes */
#define PHYSFS_COMPILE_TIME_ASSERT(name, x) \
typedef int PHYSFS_dummy_ ## name[(x) * 2 - 1]
PHYSFS_COMPILE_TIME_ASSERT(uint8, sizeof(PHYSFS_uint8) == 1);
PHYSFS_COMPILE_TIME_ASSERT(sint8, sizeof(PHYSFS_sint8) == 1);
PHYSFS_COMPILE_TIME_ASSERT(uint16, sizeof(PHYSFS_uint16) == 2);
PHYSFS_COMPILE_TIME_ASSERT(sint16, sizeof(PHYSFS_sint16) == 2);
PHYSFS_COMPILE_TIME_ASSERT(uint32, sizeof(PHYSFS_uint32) == 4);
PHYSFS_COMPILE_TIME_ASSERT(sint32, sizeof(PHYSFS_sint32) == 4);
#ifndef PHYSFS_NO_64BIT_SUPPORT
PHYSFS_COMPILE_TIME_ASSERT(uint64, sizeof(PHYSFS_uint64) == 8);
PHYSFS_COMPILE_TIME_ASSERT(sint64, sizeof(PHYSFS_sint64) == 8);
#endif
#undef PHYSFS_COMPILE_TIME_ASSERT
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#endif /* DOXYGEN_SHOULD_IGNORE_THIS */
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#endif /* SWIG */
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/**
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* \struct PHYSFS_File
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* \brief A PhysicsFS file handle.
*
* You get a pointer to one of these when you open a file for reading,
* writing, or appending via PhysicsFS.
*
* As you can see from the lack of meaningful fields, you should treat this
* as opaque data. Don't try to manipulate the file handle, just pass the
* pointer you got, unmolested, to various PhysicsFS APIs.
*
* \sa PHYSFS_openRead
* \sa PHYSFS_openWrite
* \sa PHYSFS_openAppend
* \sa PHYSFS_close
* \sa PHYSFS_read
* \sa PHYSFS_write
* \sa PHYSFS_seek
* \sa PHYSFS_tell
* \sa PHYSFS_eof
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* \sa PHYSFS_setBuffer
* \sa PHYSFS_flush
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*/
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typedef struct PHYSFS_File
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{
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void *opaque; /**< That's all you get. Don't touch. */
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} PHYSFS_File;
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/**
* \def PHYSFS_file
* \brief 1.0 API compatibility define.
*
* PHYSFS_file is identical to PHYSFS_File. This #define is here for backwards
* compatibility with the 1.0 API, which had an inconsistent capitalization
* convention in this case. New code should use PHYSFS_File, as this #define
* may go away someday.
*
* \sa PHYSFS_File
*/
#define PHYSFS_file PHYSFS_File
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/**
* \struct PHYSFS_ArchiveInfo
* \brief Information on various PhysicsFS-supported archives.
*
* This structure gives you details on what sort of archives are supported
* by this implementation of PhysicsFS. Archives tend to be things like
* ZIP files and such.
*
* \warning Not all binaries are created equal! PhysicsFS can be built with
* or without support for various archives. You can check with
* PHYSFS_supportedArchiveTypes() to see if your archive type is
* supported.
*
* \sa PHYSFS_supportedArchiveTypes
*/
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typedef struct PHYSFS_ArchiveInfo
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{
const char *extension; /**< Archive file extension: "ZIP", for example. */
const char *description; /**< Human-readable archive description. */
const char *author; /**< Person who did support for this archive. */
const char *url; /**< URL related to this archive */
} PHYSFS_ArchiveInfo;
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/**
* \struct PHYSFS_Version
* \brief Information the version of PhysicsFS in use.
*
* Represents the library's version as three levels: major revision
* (increments with massive changes, additions, and enhancements),
* minor revision (increments with backwards-compatible changes to the
* major revision), and patchlevel (increments with fixes to the minor
* revision).
*
* \sa PHYSFS_VERSION
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* \sa PHYSFS_getLinkedVersion
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*/
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typedef struct PHYSFS_Version
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{
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PHYSFS_uint8 major; /**< major revision */
PHYSFS_uint8 minor; /**< minor revision */
PHYSFS_uint8 patch; /**< patchlevel */
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} PHYSFS_Version;
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#ifndef SWIG /* not available from scripting languages. */
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#ifndef DOXYGEN_SHOULD_IGNORE_THIS
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#define PHYSFS_VER_MAJOR 2
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#define PHYSFS_VER_MINOR 1
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#define PHYSFS_VER_PATCH 0
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#endif /* DOXYGEN_SHOULD_IGNORE_THIS */
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/* PhysicsFS state stuff ... */
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/**
* \def PHYSFS_VERSION(x)
* \brief Macro to determine PhysicsFS version program was compiled against.
*
* This macro fills in a PHYSFS_Version structure with the version of the
* library you compiled against. This is determined by what header the
* compiler uses. Note that if you dynamically linked the library, you might
* have a slightly newer or older version at runtime. That version can be
* determined with PHYSFS_getLinkedVersion(), which, unlike PHYSFS_VERSION,
* is not a macro.
*
* \param x A pointer to a PHYSFS_Version struct to initialize.
*
* \sa PHYSFS_Version
* \sa PHYSFS_getLinkedVersion
*/
#define PHYSFS_VERSION(x) \
{ \
(x)->major = PHYSFS_VER_MAJOR; \
(x)->minor = PHYSFS_VER_MINOR; \
(x)->patch = PHYSFS_VER_PATCH; \
}
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#endif /* SWIG */
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/**
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* \fn void PHYSFS_getLinkedVersion(PHYSFS_Version *ver)
* \brief Get the version of PhysicsFS that is linked against your program.
*
* If you are using a shared library (DLL) version of PhysFS, then it is
* possible that it will be different than the version you compiled against.
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*
* This is a real function; the macro PHYSFS_VERSION tells you what version
* of PhysFS you compiled against:
*
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* \code
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* PHYSFS_Version compiled;
* PHYSFS_Version linked;
*
* PHYSFS_VERSION(&compiled);
* PHYSFS_getLinkedVersion(&linked);
* printf("We compiled against PhysFS version %d.%d.%d ...\n",
* compiled.major, compiled.minor, compiled.patch);
* printf("But we linked against PhysFS version %d.%d.%d.\n",
* linked.major, linked.minor, linked.patch);
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* \endcode
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*
* This function may be called safely at any time, even before PHYSFS_init().
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*
* \sa PHYSFS_VERSION
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*/
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PHYSFS_DECL void PHYSFS_getLinkedVersion(PHYSFS_Version *ver);
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/**
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* \fn int PHYSFS_init(const char *argv0)
* \brief Initialize the PhysicsFS library.
*
* This must be called before any other PhysicsFS function.
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*
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* This should be called prior to any attempts to change your process's
* current working directory.
*
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* \param argv0 the argv[0] string passed to your program's mainline.
* This may be NULL on most platforms (such as ones without a
* standard main() function), but you should always try to pass
* something in here. Unix-like systems such as Linux _need_ to
* pass argv[0] from main() in here.
* \return nonzero on success, zero on error. Specifics of the error can be
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* gleaned from PHYSFS_getLastError().
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*
* \sa PHYSFS_deinit
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* \sa PHYSFS_isInit
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*/
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PHYSFS_DECL int PHYSFS_init(const char *argv0);
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/**
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* \fn int PHYSFS_deinit(void)
* \brief Deinitialize the PhysicsFS library.
*
* This closes any files opened via PhysicsFS, blanks the search/write paths,
* frees memory, and invalidates all of your file handles.
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*
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* Note that this call can FAIL if there's a file open for writing that
* refuses to close (for example, the underlying operating system was
* buffering writes to network filesystem, and the fileserver has crashed,
* or a hard drive has failed, etc). It is usually best to close all write
* handles yourself before calling this function, so that you can gracefully
* handle a specific failure.
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*
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* Once successfully deinitialized, PHYSFS_init() can be called again to
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* restart the subsystem. All default API states are restored at this
* point, with the exception of any custom allocator you might have
* specified, which survives between initializations.
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*
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* \return nonzero on success, zero on error. Specifics of the error can be
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* gleaned from PHYSFS_getLastError(). If failure, state of PhysFS is
* undefined, and probably badly screwed up.
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*
* \sa PHYSFS_init
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* \sa PHYSFS_isInit
543
*/
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PHYSFS_DECL int PHYSFS_deinit(void);
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/**
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* \fn const PHYSFS_ArchiveInfo **PHYSFS_supportedArchiveTypes(void)
* \brief Get a list of supported archive types.
*
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* Get a list of archive types supported by this implementation of PhysicFS.
* These are the file formats usable for search path entries. This is for
* informational purposes only. Note that the extension listed is merely
* convention: if we list "ZIP", you can open a PkZip-compatible archive
* with an extension of "XYZ", if you like.
*
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* The returned value is an array of pointers to PHYSFS_ArchiveInfo structures,
* with a NULL entry to signify the end of the list:
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*
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* \code
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* PHYSFS_ArchiveInfo **i;
*
* for (i = PHYSFS_supportedArchiveTypes(); *i != NULL; i++)
* {
* printf("Supported archive: [%s], which is [%s].\n",
566
* (*i)->extension, (*i)->description);
567
* }
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* \endcode
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*
* The return values are pointers to static internal memory, and should
* be considered READ ONLY, and never freed.
*
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* \return READ ONLY Null-terminated array of READ ONLY structures.
574
*/
575
PHYSFS_DECL const PHYSFS_ArchiveInfo **PHYSFS_supportedArchiveTypes(void);
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/**
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* \fn void PHYSFS_freeList(void *listVar)
* \brief Deallocate resources of lists returned by PhysicsFS.
*
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* Certain PhysicsFS functions return lists of information that are
* dynamically allocated. Use this function to free those resources.
*
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* It is safe to pass a NULL here, but doing so will cause a crash in versions
* before PhysicsFS 2.1.0.
*
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* \param listVar List of information specified as freeable by this function.
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* Passing NULL is safe; it is a valid no-op.
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*
* \sa PHYSFS_getCdRomDirs
* \sa PHYSFS_enumerateFiles
* \sa PHYSFS_getSearchPath
594
*/
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PHYSFS_DECL void PHYSFS_freeList(void *listVar);
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/**
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* \fn const char *PHYSFS_getLastError(void)
* \brief Get human-readable error information.
*
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* Get the last PhysicsFS error message as a human-readable, null-terminated
* string. This will be NULL if there's been no error since the last call to
* this function. The pointer returned by this call points to an internal
* buffer. Each thread has a unique error state associated with it, but each
* time a new error message is set, it will overwrite the previous one
* associated with that thread. It is safe to call this function at anytime,
* even before PHYSFS_init().
*
* It is not wise to expect a specific string of characters here, since the
* error message may be localized into an unfamiliar language. These strings
* are meant to be passed on directly to the user.
613
*
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* \return READ ONLY string of last error message.
615
*/
616
PHYSFS_DECL const char *PHYSFS_getLastError(void);
617
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619
/**
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* \fn const char *PHYSFS_getDirSeparator(void)
* \brief Get platform-dependent dir separator string.
622
*
623
* This returns "\\" on win32, "/" on Unix, and ":" on MacOS. It may be more
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* than one character, depending on the platform, and your code should take
* that into account. Note that this is only useful for setting up the
* search/write paths, since access into those dirs always use '/'
* (platform-independent notation) to separate directories. This is also
* handy for getting platform-independent access when using stdio calls.
*
* \return READ ONLY null-terminated string of platform's dir separator.
631
*/
632
PHYSFS_DECL const char *PHYSFS_getDirSeparator(void);
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/**
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* \fn void PHYSFS_permitSymbolicLinks(int allow)
* \brief Enable or disable following of symbolic links.
*
* Some physical filesystems and archives contain files that are just pointers
* to other files. On the physical filesystem, opening such a link will
* (transparently) open the file that is pointed to.
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*
* By default, PhysicsFS will check if a file is really a symlink during open
* calls and fail if it is. Otherwise, the link could take you outside the
* write and search paths, and compromise security.
*
* If you want to take that risk, call this function with a non-zero parameter.
* Note that this is more for sandboxing a program's scripting language, in
* case untrusted scripts try to compromise the system. Generally speaking,
* a user could very well have a legitimate reason to set up a symlink, so
* unless you feel there's a specific danger in allowing them, you should
* permit them.
*
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* Symlinks are only explicitly checked when dealing with filenames
* in platform-independent notation. That is, when setting up your
* search and write paths, etc, symlinks are never checked for.
*
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* Symbolic link permission can be enabled or disabled at any time after
* you've called PHYSFS_init(), and is disabled by default.
660
*
661
* \param allow nonzero to permit symlinks, zero to deny linking.
662
663
*
* \sa PHYSFS_symbolicLinksPermitted
664
*/
665
PHYSFS_DECL void PHYSFS_permitSymbolicLinks(int allow);
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/* !!! FIXME: const this? */
669
/**
670
671
* \fn char **PHYSFS_getCdRomDirs(void)
* \brief Get an array of paths to available CD-ROM drives.
672
*
673
674
* The dirs returned are platform-dependent ("D:\" on Win32, "/cdrom" or
* whatnot on Unix). Dirs are only returned if there is a disc ready and
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* accessible in the drive. So if you've got two drives (D: and E:), and only
* E: has a disc in it, then that's all you get. If the user inserts a disc
* in D: and you call this function again, you get both drives. If, on a
* Unix box, the user unmounts a disc and remounts it elsewhere, the next
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* call to this function will reflect that change.
*
* This function refers to "CD-ROM" media, but it really means "inserted disc
* media," such as DVD-ROM, HD-DVD, CDRW, and Blu-Ray discs. It looks for
* filesystems, and as such won't report an audio CD, unless there's a
* mounted filesystem track on it.
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*
* The returned value is an array of strings, with a NULL entry to signify the
* end of the list:
*
689
* \code
690
* char **cds = PHYSFS_getCdRomDirs();
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692
* char **i;
*
693
* for (i = cds; *i != NULL; i++)
694
* printf("cdrom dir [%s] is available.\n", *i);
695
*
696
* PHYSFS_freeList(cds);
697
* \endcode
698
*
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* This call may block while drives spin up. Be forewarned.
*
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* When you are done with the returned information, you may dispose of the
* resources by calling PHYSFS_freeList() with the returned pointer.
*
704
* \return Null-terminated array of null-terminated strings.
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*
* \sa PHYSFS_getCdRomDirsCallback
707
*/
708
PHYSFS_DECL char **PHYSFS_getCdRomDirs(void);
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/**
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* \fn const char *PHYSFS_getBaseDir(void)
* \brief Get the path where the application resides.
*
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* Helper function.
*
717
* Get the "base dir". This is the directory where the application was run
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* from, which is probably the installation directory, and may or may not
* be the process's current working directory.
720
*
721
* You should probably use the base dir in your search path.
722
*
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* \return READ ONLY string of base dir in platform-dependent notation.
*
* \sa PHYSFS_getUserDir
726
*/
727
PHYSFS_DECL const char *PHYSFS_getBaseDir(void);
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/**
731
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* \fn const char *PHYSFS_getUserDir(void)
* \brief Get the path where user's home directory resides.
*
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* Helper function.
*
736
* Get the "user dir". This is meant to be a suggestion of where a specific
737
* user of the system can store files. On Unix, this is her home directory.
738
* On systems with no concept of multiple home directories (MacOS, win95),
739
* this will default to something like "C:\mybasedir\users\username"
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741
* where "username" will either be the login name, or "default" if the
* platform doesn't support multiple users, either.
742
*
743
* You should probably use the user dir as the basis for your write dir, and
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745
* also put it near the beginning of your search path.
*
746
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748
* \return READ ONLY string of user dir in platform-dependent notation.
*
* \sa PHYSFS_getBaseDir
749
*/
750
PHYSFS_DECL const char *PHYSFS_getUserDir(void);
751
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753
/**
754
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756
* \fn const char *PHYSFS_getWriteDir(void)
* \brief Get path where PhysicsFS will allow file writing.
*
757
* Get the current write dir. The default write dir is NULL.
758
*
759
* \return READ ONLY string of write dir in platform-dependent notation,
760
* OR NULL IF NO WRITE PATH IS CURRENTLY SET.
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*
* \sa PHYSFS_setWriteDir
763
*/
764
PHYSFS_DECL const char *PHYSFS_getWriteDir(void);
765
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767
/**
768
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* \fn int PHYSFS_setWriteDir(const char *newDir)
* \brief Tell PhysicsFS where it may write files.
*
771
* Set a new write dir. This will override the previous setting.
772
*
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774
* This call will fail (and fail to change the write dir) if the current
* write dir still has files open in it.
775
*
776
* \param newDir The new directory to be the root of the write dir,
777
* specified in platform-dependent notation. Setting to NULL
778
* disables the write dir, so no files can be opened for
779
* writing via PhysicsFS.
780
* \return non-zero on success, zero on failure. All attempts to open a file
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783
* for writing via PhysicsFS will fail until this call succeeds.
* Specifics of the error can be gleaned from PHYSFS_getLastError().
*
784
* \sa PHYSFS_getWriteDir
785
*/
786
PHYSFS_DECL int PHYSFS_setWriteDir(const char *newDir);
787
788
789
790
791
792
/**
* \fn int PHYSFS_addToSearchPath(const char *newDir, int appendToPath)
* \brief Add an archive or directory to the search path.
*
793
* This is a legacy call in PhysicsFS 2.0, equivalent to:
794
* PHYSFS_mount(newDir, NULL, appendToPath);
795
*
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* You must use this and not PHYSFS_mount if binary compatibility with
* PhysicsFS 1.0 is important (which it may not be for many people).
*
799
* \sa PHYSFS_mount
800
801
* \sa PHYSFS_removeFromSearchPath
* \sa PHYSFS_getSearchPath
802
*/
803
PHYSFS_DECL int PHYSFS_addToSearchPath(const char *newDir, int appendToPath);
804
805
806
/**
807
808
* \fn int PHYSFS_removeFromSearchPath(const char *oldDir)
* \brief Remove a directory or archive from the search path.
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810
811
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813
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815
*
* This must be a (case-sensitive) match to a dir or archive already in the
* search path, specified in platform-dependent notation.
*
* This call will fail (and fail to remove from the path) if the element still
* has files open in it.
*
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* \param oldDir dir/archive to remove.
* \return nonzero on success, zero on failure.
818
* Specifics of the error can be gleaned from PHYSFS_getLastError().
819
820
821
*
* \sa PHYSFS_addToSearchPath
* \sa PHYSFS_getSearchPath
822
*/
823
PHYSFS_DECL int PHYSFS_removeFromSearchPath(const char *oldDir);
824
825
826
/**
827
828
829
830
* \fn char **PHYSFS_getSearchPath(void)
* \brief Get the current search path.
*
* The default search path is an empty list.
831
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833
834
*
* The returned value is an array of strings, with a NULL entry to signify the
* end of the list:
*
835
* \code
836
837
838
839
* char **i;
*
* for (i = PHYSFS_getSearchPath(); *i != NULL; i++)
* printf("[%s] is in the search path.\n", *i);
840
* \endcode
841
*
842
843
* When you are done with the returned information, you may dispose of the
* resources by calling PHYSFS_freeList() with the returned pointer.
844
*
845
* \return Null-terminated array of null-terminated strings. NULL if there
846
* was a problem (read: OUT OF MEMORY).
847
*
848
* \sa PHYSFS_getSearchPathCallback
849
850
* \sa PHYSFS_addToSearchPath
* \sa PHYSFS_removeFromSearchPath
851
*/
852
PHYSFS_DECL char **PHYSFS_getSearchPath(void);
853
854
855
/**
856
857
858
* \fn int PHYSFS_setSaneConfig(const char *organization, const char *appName, const char *archiveExt, int includeCdRoms, int archivesFirst)
* \brief Set up sane, default paths.
*
859
860
* Helper function.
*
861
862
* The write dir will be set to "userdir/.organization/appName", which is
* created if it doesn't exist.
863
864
865
866
867
868
869
*
* The above is sufficient to make sure your program's configuration directory
* is separated from other clutter, and platform-independent. The period
* before "mygame" even hides the directory on Unix systems.
*
* The search path will be:
*
870
871
872
* - The Write Dir (created if it doesn't exist)
* - The Base Dir (PHYSFS_getBaseDir())
* - All found CD-ROM dirs (optionally)
873
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875
876
877
878
879
880
881
*
* These directories are then searched for files ending with the extension
* (archiveExt), which, if they are valid and supported archives, will also
* be added to the search path. If you specified "PKG" for (archiveExt), and
* there's a file named data.PKG in the base dir, it'll be checked. Archives
* can either be appended or prepended to the search path in alphabetical
* order, regardless of which directories they were found in.
*
* All of this can be accomplished from the application, but this just does it
882
* all for you. Feel free to add more to the search path manually, too.
883
*
884
* \param organization Name of your company/group/etc to be used as a
885
886
* dirname, so keep it small, and no-frills.
*
887
* \param appName Program-specific name of your program, to separate it
888
889
* from other programs using PhysicsFS.
*
890
* \param archiveExt File extension used by your program to specify an
891
892
* archive. For example, Quake 3 uses "pk3", even though
* they are just zipfiles. Specify NULL to not dig out
893
894
895
* archives automatically. Do not specify the '.' char;
* If you want to look for ZIP files, specify "ZIP" and
* not ".ZIP" ... the archive search is case-insensitive.
896
*
897
* \param includeCdRoms Non-zero to include CD-ROMs in the search path, and
898
899
900
901
902
903
904
* (if (archiveExt) != NULL) search them for archives.
* This may cause a significant amount of blocking
* while discs are accessed, and if there are no discs
* in the drive (or even not mounted on Unix systems),
* then they may not be made available anyhow. You may
* want to specify zero and handle the disc setup
* yourself.
905
*
906
* \param archivesFirst Non-zero to prepend the archives to the search path.
907
* Zero to append them. Ignored if !(archiveExt).
908
*
909
* \return nonzero on success, zero on error. Specifics of the error can be
910
* gleaned from PHYSFS_getLastError().
911
*/
912
913
914
915
916
PHYSFS_DECL int PHYSFS_setSaneConfig(const char *organization,
const char *appName,
const char *archiveExt,
int includeCdRoms,
int archivesFirst);
917
918
919
920
/* Directory management stuff ... */
921
/**
922
923
924
925
926
927
* \fn int PHYSFS_mkdir(const char *dirName)
* \brief Create a directory.
*
* This is specified in platform-independent notation in relation to the
* write dir. All missing parent directories are also created if they
* don't exist.
928
*
929
* So if you've got the write dir set to "C:\mygame\writedir" and call
930
* PHYSFS_mkdir("downloads/maps") then the directories
931
* "C:\mygame\writedir\downloads" and "C:\mygame\writedir\downloads\maps"
932
933
934
* will be created if possible. If the creation of "maps" fails after we
* have successfully created "downloads", then the function leaves the
* created directory behind and reports failure.
935
*
936
937
* \param dirName New dir to create.
* \return nonzero on success, zero on error. Specifics of the error can be
938
* gleaned from PHYSFS_getLastError().
939
940
*
* \sa PHYSFS_delete
941
*/
942
PHYSFS_DECL int PHYSFS_mkdir(const char *dirName);
943
944
945
/**
946
947
948
949
950
* \fn int PHYSFS_delete(const char *filename)
* \brief Delete a file or directory.
*
* (filename) is specified in platform-independent notation in relation to the
* write dir.
951
*
952
* A directory must be empty before this call can delete it.
953
*
954
955
956
* Deleting a symlink will remove the link, not what it points to, regardless
* of whether you "permitSymLinks" or not.
*
957
* So if you've got the write dir set to "C:\mygame\writedir" and call
958
* PHYSFS_delete("downloads/maps/level1.map") then the file
959
* "C:\mygame\writedir\downloads\maps\level1.map" is removed from the
960
961
962
* physical filesystem, if it exists and the operating system permits the
* deletion.
*
963
964
965
966
* Note that on Unix systems, deleting a file may be successful, but the
* actual file won't be removed until all processes that have an open
* filehandle to it (including your program) close their handles.
*
967
968
969
970
* Chances are, the bits that make up the file still exist, they are just
* made available to be written over at a later point. Don't consider this
* a security method or anything. :)
*
971
972
* \param filename Filename to delete.
* \return nonzero on success, zero on error. Specifics of the error can be
973
974
* gleaned from PHYSFS_getLastError().
*/
975
PHYSFS_DECL int PHYSFS_delete(const char *filename);
976
977
978
/**
979
980
981
982
983
984
985
986
* \fn const char *PHYSFS_getRealDir(const char *filename)
* \brief Figure out where in the search path a file resides.
*
* The file is specified in platform-independent notation. The returned
* filename will be the element of the search path where the file was found,
* which may be a directory, or an archive. Even if there are multiple
* matches in different parts of the search path, only the first one found
* is used, just like when opening a file.
987
*
988
989
* So, if you look for "maps/level1.map", and C:\\mygame is in your search
* path and C:\\mygame\\maps\\level1.map exists, then "C:\mygame" is returned.
990
*
991
992
993
* If a any part of a match is a symbolic link, and you've not explicitly
* permitted symlinks, then it will be ignored, and the search for a match
* will continue.
994
*
995
996
997
998
* If you specify a fake directory that only exists as a mount point, it'll
* be associated with the first archive mounted there, even though that
* directory isn't necessarily contained in a real archive.
*
999
1000
* \param filename file to look for.
* \return READ ONLY string of element of search path containing the