--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/physfs.h Thu Jun 07 04:10:40 2001 +0000
@@ -0,0 +1,597 @@
+/**
+ * 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 can handle byte ordering on alternative processors.
+ * - 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
+ * fs_* cvars. If you've ever tinkered with these, then this API will be very
+ * familiar to you.
+ *
+ * With the PhysicsFS, you have a single writing directory and multiple
+ * "search paths" 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 language from piddling
+ * over c:\config.sys, for example. If you'd rather give PHYSFS full access
+ * to the system's REAL file system, set the writing path to "C:\", but
+ * that's generally A Bad Thing for several reasons.
+ *
+ * Drive letters are hidden in PhysicsFS once you set up your initial paths.
+ * The search paths create a single, hierarchical directory structure.
+ * 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
+ * "C:\MyGame\MyConfigFiles\game.cfg", then you might set the write path to
+ * "C:\MyGame" and then open "MyConfigFiles/game.cfg". This gives an
+ * abstraction across all platforms.
+ *
+ * All files opened for writing are opened in relation to the write path,
+ * which is the root of the writable filesystem. When opening a file for
+ * reading, PhysicsFS goes through it's internal search path. This is NOT the
+ * 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.
+ *
+ * Once a search path is defined, you may open files for reading. If you've
+ * got the following search path defined (to use a win32 example again):
+ *
+ * C:\mygame
+ * C:\mygame\myuserfiles
+ * D:\mygamescdromdatafiles
+ * C:\mygame\installeddatafiles.zip
+ *
+ * Then a call to PHYSFS_openread("textfiles/myfile.txt") (note the directory
+ * separator) will check for 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.
+ *
+ * Files opened through PhysicsFS may NOT contain "." or ".." as path
+ * elements. Not only are these meaningless on MacOS, 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 and search
+ * paths. There is no mechanism for creating new symlinks in PhysicsFS.
+ *
+ * The write path is not included in the search path unless you specifically
+ * add it. While you CAN change the write path as many times as you like,
+ * you should probably set it once and stick to that path.
+ *
+ * All files are opened in binary mode; there is no endline conversion for
+ * textfiles. Other than that, PhysicsFS has some convenience functions for
+ * platform-independence. There are functions that give you the current
+ * platform's path separator ("\\" on windows, "/" on Unix, ":" on MacOS),
+ * which is needed only to set up your search/write paths. There are
+ * functions to tell you what CD-ROM drives contain accessible discs, and
+ * functions to recommend good search paths, etc. There are also functions
+ * to read 16 and 32 bit numbers from files and convert them to the native
+ * byte order of your processor.
+ *
+ * A recommended order for a search path is the write path, then the base path,
+ * then the cdrom path, then any archives discovered. Quake 3 does something
+ * like this, but moves the archives to the start of the search path. There
+ * is a helper function (PHYSFS_setSanePaths()) that does this for you,
+ * based on a few parameters. Also see the comments on PHYSFS_getBasePath(),
+ * and PHYSFS_getUserPath() for info on what those are and how they can help
+ * you determine an optimal searchpath.
+ *
+ * While you CAN mix stdio/syscall file access with PHYSFS_* calls in a
+ * program, doing so is not recommended, and you can not use system
+ * filehandles with PhysicsFS filehandles and vice versa.
+ *
+ * Note that archives need not be named as such: if you have a ZIP file and
+ * rename it with a .PKG extention, the file will still be recognized as a
+ * ZIP archive by PhysicsFS; the file's contents are used to determine its
+ * type.
+ *
+ * Currently supported archive types:
+ * - .ZIP (pkZip/WinZip/Info-ZIP compatible)
+ *
+ * Please see the file LICENSE in the source's root directory.
+ *
+ * This file written by Ryan C. Gordon.
+ */
+
+#ifndef _INCLUDE_PHYSFS_H_
+#define _INCLUDE_PHYSFS_H_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/* functions... */
+
+
+/**
+ * Get the last PhysicsFS error message as a 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 a static buffer
+ * internal buffer, and this call is not thread safe.
+ *
+ * @return READ ONLY string of last error message.
+ */
+const char *PHYSFS_getLastError(void);
+
+
+/**
+ * Get a platform-dependent path separator. This is "\\" on win32, "/" on Unix,
+ * and ":" on MacOS. It may be more 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
+ * paths always use '/' 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 path separator.
+ */
+const char *PHYSFS_getPathSeparator(void);
+
+
+/**
+ * Get an array of paths to available CD-ROM drives. This return value should
+ * be considered READ ONLY and points to an internal buffer which may change
+ * with each call to this function. This means that this function is NOT
+ * thread safe.
+ *
+ * The paths returned are platform-dependent ("D:\" on Win32, "/cdrom" or
+ * whatnot on Unix). Paths are only returned if there is a disc ready and
+ * 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
+ * call to this function will reflect that change. Fun.
+ *
+ * The returned value is an array of strings, with a NULL entry to signify the
+ * end of the list:
+ *
+ * char **i;
+ *
+ * // lock thread here, if needed.
+ *
+ * for (i = PHYSFS__getCdRomPaths(); *i != NULL; i++)
+ * printf("cdrom path [%s] is available.\n", *i);
+ *
+ * // unlock thread here, if needed.
+ *
+ * This call may block while drives spin up. Be forewarned.
+ *
+ * @return READ ONLY null-term'd array of READ ONLY null-terminated strings.
+ */
+const char **PHYSFS_getCdRomPaths(void);
+
+
+/**
+ * Helper function.
+ *
+ * Get the "base path". This is the directory where the application was run
+ * from, which is probably the installation directory.
+ *
+ * You should probably use the base path in your search path.
+ *
+ * @param buffer pointer to buffer to fill with recommended path.
+ * @param bufsize size of buffer pointed to by (buffer).
+ * @return a copy of (buffer), for easy use as another function's parameter.
+ */
+char *PHYSFS_getBasePath(char *buffer, int bufferSize);
+
+
+/**
+ * Helper function.
+ *
+ * Get the "user path". This is meant to be a suggestion of where a specific
+ * user of the system can store files. On Unix, this is her home directory.
+ * On systems with no concept of multiple users (MacOS, win95), this will
+ * default to the "base path" returned by PHYSFS_getBasePath().
+ *
+ * You should probably use the user path as the basis for your write path, and
+ * also put it near the beginning of your search path.
+ *
+ * @param buffer pointer to buffer to fill with recommended path.
+ * @param bufsize size of buffer pointed to by (buffer).
+ * @return a copy of (buffer), for easy use as another function's parameter.
+ */
+char *PHYSFS_getUserPath(char *buffer, int bufferSize);
+
+
+/**
+ * Get the current write path. The default write path is NULL.
+ *
+ * @param buffer pointer to buffer to fill with recommended path.
+ * @param bufsize size of buffer pointed to by (buffer).
+ * @return a copy of (buffer), for easy use as another function's parameter,
+ * OR NULL IF NO WRITE PATH IS CURRENTLY SET.
+ */
+char *PHYSFS_getWritePath(char *buffer, int bufferSize);
+
+
+/**
+ * Set a new write path. This will override the previous setting. If the
+ * directory or a parent directory doesn't exist in the physical filesystem,
+ * PhysicsFS will attempt to create them as needed.
+ *
+ * This call will fail (and fail to change the write path) if the current path
+ * still has files open in it.
+ *
+ * @param newPath The new directory to be the root of the write path,
+ * specified in a platform-dependent manner. Setting to NULL
+ * disables the write path, so no files can be opened for
+ * writing via PhysicsFS.
+ * @return non-zero on success, zero on failure. All attempts to open a file
+ * for writing via PhysicsFS will fail until this call succeeds.
+ * Specifics of the error can be gleaned from PHYSFS_getLastError().
+ *
+ */
+int PHYSFS_setWritePath(const char *newPath);
+
+
+/**
+ * Add a directory or archive to the search path. If this is a duplicate, the
+ * entry is not added again, even though the function succeeds.
+ *
+ * @param newPath directory or archive to add to the path, in
+ * platform-dependent notation.
+ * @param appendToPath nonzero to append to search path, zero to prepend.
+ * @return nonzero if added to path, zero on failure (bogus archive, path
+ * missing, etc). Specifics of the error can be
+ * gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_addToSearchPath(const char *newPath, int appendToPath);
+
+
+/**
+ * Remove a directory or archive to the search path.
+ *
+ * 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.
+ *
+ * @param oldPath dir/archive to remove.
+ * @return nonzero on success, zero on failure.
+ * Specifics of the error can be gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_removeFromSearchPath(const char *oldPath);
+
+
+/**
+ * Get the current search path. The default search path is an empty list.
+ *
+ * This return value should be considered READ ONLY and points to an internal
+ * buffer which may change with each call to this function. This means that
+ * this function is NOT thread safe.
+ *
+ * The returned value is an array of strings, with a NULL entry to signify the
+ * end of the list:
+ *
+ * char **i;
+ *
+ * // lock thread here, if needed.
+ *
+ * for (i = PHYSFS_getSearchPath(); *i != NULL; i++)
+ * printf("[%s] is in the search path.\n", *i);
+ *
+ * // unlock thread here, if needed.
+ *
+ * @return READ ONLY null-term'd array of READ ONLY null-terminated strings.
+ */
+const char **PHYSFS_getSearchPath(void);
+
+
+/**
+ * Helper function.
+ *
+ * Set up sane, default paths. The write path will be set to
+ * "userpath/.appName", which is created if it doesn't exist.
+ *
+ * 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:
+ *
+ * - The Write Path
+ * - The Write Path/appName
+ * - The Base Path (PHYSFS_getBasePath())
+ * - The Base Path/appName
+ * - All found CD-ROM paths (optionally)
+ * - All found CD-ROM paths/appName (optionally)
+ *
+ * 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
+ * all for you.
+ *
+ * @param appName Program-specific name of your program, to separate it
+ * from other programs using PhysicsFS.
+ *
+ * @param archiveExt File extention used by your program to specify an
+ * archive. For example, Quake 3 uses "pk3", even though
+ * they are just zipfiles. Specify NULL to not dig out
+ * archives automatically.
+ *
+ * @param includeCdRoms Non-zero to include CD-ROMs in the search path, and
+ * 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.
+ *
+ * @param archivesFirst Non-zero to prepend the archives to the search path.
+ * Zero to append them.
+ */
+void PHYSFS_setSanePaths(const char *appName, const char *archiveExt,
+ int includeCdRoms, int archivesFirst);
+
+
+/**
+ * Create a directory. This is specified in platform-independent notation in
+ * relation to the write path. All missing parent directories are also
+ * created if they don't exist.
+ *
+ * So if you've got the write path set to "C:\mygame\writepath" and call
+ * PHYSFS_mkdir("downloads/maps") then the directories
+ * "C:\mygame\writepath\downloads" and "C:\mygame\writepath\downloads\maps"
+ * will be created if possible.
+ *
+ * @param dirname New path to create.
+ * @return nonzero on success, zero on error. Specifics of the error can be
+ * gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_mkdir(const char *dirName);
+
+
+/**
+ * Delete a file or directory. This is specified in platform-independent
+ * notation in relation to the write path.
+ *
+ * A directory must be empty before this call can delete it. If you need to
+ * nuke a whole directory tree, use PHYSFS_deltree()...with care.
+ *
+ * So if you've got the write path set to "C:\mygame\writepath" and call
+ * PHYSFS_delete("downloads/maps/level1.map") then the file
+ * "C:\mygame\writepath\downloads\maps\level1.map" is removed from the
+ * physical filesystem, if it exists and the operating system permits the
+ * deletion.
+ *
+ * @param filename Filename to delete.
+ * @return nonzero on success, zero on error. Specifics of the error can be
+ * gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_delete(const char *filename);
+
+
+/**
+ * Delete a directory tree. This is specified in platform-independent
+ * notation in relation to the write path.
+ *
+ * Be CAREFUL with this function; it will take out EVERYTHING under the
+ * specified directory with extreme prejudice.
+ *
+ * If you specify a filename that is not a directory, PhysicsFS will attempt
+ * to delete that single file.
+ *
+ * So if you've got the write path set to "C:\mygame\writepath" and call
+ * PHYSFS_deltree("downloads/maps") then the directory
+ * "C:\mygame\writepath\downloads\maps" and everything in it (including child
+ * directories) is removed from the physical filesystem, if it exists and the
+ * operating system permits the deletion.
+ *
+ * @param filename root of directory tree to delete.
+ * @return nonzero on success, zero on error. Specifics of the error can be
+ * gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_deltree(const char *filename);
+
+
+/**
+ * Enable 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.
+ *
+ * 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.
+ *
+ * Symbolic link permission can be enabled or disabled at any time, and is
+ * disabled by default.
+ *
+ * @param allow nonzero to permit symlinks, zero to deny linking.
+ */
+void PHYSFS_permitSymbolicLinks(int allow);
+
+
+/**
+ * Determine if a file exists. Just because it exists does NOT mean that you
+ * will have access to read or write it.
+ *
+ * @param filename a file in platform-independent notation.
+ * @param inWritePath nonzero to check write path, zero to check search path.
+ * @return nonzero if exists, zero otherwise.
+ */
+int PHYSFS_exists(const char *filename, int inWritePath);
+
+
+/**
+ * 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.
+ *
+ * So, if you look for "maps/level1.map", and C:\mygame is in your search
+ * path and C:\mygame\maps\level1.map exists, then buffer will be filled in
+ * with "C:\mygame\maps\level1.map" and the function returns nonzero.
+ *
+ * @param buffer pointer to buffer to fill with path.
+ * @param bufsize size of buffer pointed to by (buffer).
+ * @param filename file to look for.
+ * @return nonzero if file was found, zero otherwise. If found, (buffer)
+ * will be filled in.
+ */
+int PHYSFS_getRealPath(const char *filename, char *buffer, int bufSize);
+
+
+/**
+ * Open a file for writing, in platform-independent notation and in relation
+ * to the write path as the root of the writable filesystem. The specified
+ * file is created if it doesn't exist. If it does exist, it is truncated to
+ * zero bytes, and the writing offset is set to the start.
+ *
+ * @param filename File to open.
+ * @return A valid PhysicsFS filehandle on success, NULL on error. Specifics
+ * of the error can be gleaned from PHYSFS_getLastError().
+ */
+void *PHYSFS_openWrite(const char *filename);
+
+
+/**
+ * Open a file for writing, in platform-independent notation and in relation
+ * to the write path as the root of the writable filesystem. The specified
+ * file is created if it doesn't exist. If it does exist, the writing offset
+ * is set to the end of the file, so the first write will be the byte after
+ * the end.
+ *
+ * @param filename File to open.
+ * @return A valid PhysicsFS filehandle on success, NULL on error. Specifics
+ * of the error can be gleaned from PHYSFS_getLastError().
+ */
+void *PHYSFS_openAppend(const char *filename);
+
+
+/**
+ * Open a file for reading, in platform-independent notation. The search path
+ * is checked one at a time until a matching file is found, in which case an
+ * abstract filehandle is associated with it, and reading may be done.
+ * The reading offset is set to the first byte of the file.
+ *
+ * @param filename File to open.
+ * @return A valid PhysicsFS filehandle on success, NULL on error. Specifics
+ * of the error can be gleaned from PHYSFS_getLastError().
+ */
+void *PHYSFS_openRead(const char *filename);
+
+
+/**
+ * Close a PhysicsFS filehandle. This call is capable of failing if the
+ * operating system was buffering writes to this file, and (now forced to
+ * write those changes to physical media) can not store the data for any
+ * reason. In such a case, the filehandle stays open. A well-written program
+ * should ALWAYS check the return value from the close call in addition to
+ * every writing call!
+ *
+ * @param handle handle returned from PHYSFS_open*().
+ * @return nonzero on success, zero on error. Specifics of the error can be
+ * gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_close(void *handle);
+
+
+/**
+ * Read data from a PhysicsFS filehandle. The file must be opened for reading.
+ *
+ * @param handle handle returned from PHYSFS_openRead().
+ * @param buffer buffer to store read data into.
+ * @param objSize size in bytes of objects being read from (handle).
+ * @param objCount number of (objSize) objects to read from (handle).
+ * @return number of objects read. PHYSFS_getLastError() can shed light on
+ * the reason this might be < (objCount).
+ */
+int PHYSFS_read(void *handle, void *buffer, int objSize, int objCount);
+
+
+/**
+ * Write data to a PhysicsFS filehandle. The file must be opened for writing.
+ *
+ * @param handle retval from PHYSFS_openWrite() or PHYSFS_openAppend().
+ * @param buffer buffer to store read data into.
+ * @param objSize size in bytes of objects being read from (handle).
+ * @param objCount number of (objSize) objects to read from (handle).
+ * @return number of objects read. PHYSFS_getLastError() can shed light on
+ * the reason this might be < (objCount).
+ */
+int PHYSFS_write(void *handle, void *buffer, int objSize, int objCount);
+
+
+/**
+ * Determine if the end of file has been reached in a PhysicsFS filehandle.
+ *
+ * @param handle handle returned from PHYSFS_openRead().
+ * @return nonzero if EOF, zero if not.
+ */
+int PHYSFS_eof(void *handle);
+
+
+/**
+ * Determine current position within a PhysicsFS filehandle.
+ *
+ * @param handle handle returned from PHYSFS_open*().
+ * @return offset in bytes from start of file. -1 if error occurred.
+ * Specifics of the error can be gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_tell(void *handle);
+
+
+/**
+ * Seek to a new position within a PhysicsFS filehandle. The next read or write
+ * will occur at that place. Seeking past the beginning or end of the file is
+ * not allowed.
+ *
+ * @param handle handle returned from PHYSFS_open*().
+ * @param pos number of bytes from start of file to seek to.
+ * @return nonzero on success, zero on error. Specifics of the error can be
+ * gleaned from PHYSFS_getLastError().
+ */
+int PHYSFS_seek(void *handle, int pos);
+
+
+/* Byte-order reading. !!! Need types (Int16, Int32, etc) for these...
+int PHYSFS_readLE16(void *handle, int *buffer);
+int PHYSFS_readLE32(void *handle, int *buffer);
+int PHYSFS_readBE16(void *handle, int *buffer);
+int PHYSFS_readBE32(void *handle, int *buffer);
+int PHYSFS_writeLE16(void *handle, int buffer);
+int PHYSFS_writeLE32(void *handle, int buffer);
+int PHYSFS_writeBE16(void *handle, int buffer);
+int PHYSFS_writeBE32(void *handle, int buffer);
+*/
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* !defined _INCLUDE_PHYSFS_H_ */
+
+/* end of physfs.h ... */
+