/** * 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 can handle byte ordering on alternative processors. * - 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 * familiar to you. * * With PhysicsFS, you have a single writing path 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. Specifying a file in this way is termed * "platform-independent notation" in this documentation. Specifying a path * 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 and search paths; after that, all * file access into those paths are done with platform-independent notation. * * 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, lack of drive letter, and lack of dir separator at the start of * the string; this is platform-independent notation) 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, so you should be careful to specify it correctly. * * 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... */ /** * Initialize PhysicsFS. This must be called before any other PhysicsFS * function (except PHYSFS_getLastError()). * * @param argv0 the argv[0] string passed to your program's mainline. * @return nonzero on success, zero on error. Specifics of the error can be * gleaned from PHYSFS_getLastError(). */ int PHYSFS_init(const char *argv0); /** * Shutdown PhysicsFS. This closes any files opened via PhysicsFS, blanks the * search/write paths, frees memory, and invalidates all your handles. * * Once deinitialized, PHYSFS_init() can be called again to restart the * subsystem. * * @return nonzero on success, zero on error. Specifics of the error can be * gleaned from PHYSFS_getLastError(). If failure, state of PhysFS is * undefined, and probably badly screwed up. */ void PHYSFS_deinit(void); /** * 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 * 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 '/' (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 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 from 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 (created if it doesn't exist) * - The Write Path/appName (created if it doesn't exist) * - The Base Path (PHYSFS_getBasePath()) * - The Base Path/appName (if it exists) * - All found CD-ROM paths (optionally) * - All found CD-ROM paths/appName (optionally, and if they exist) * * 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. Feel free to add more to the search path manually, too. * * @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 * (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. * * @param archivesFirst Non-zero to prepend the archives to the search path. * Zero to append them. Ignored if !(archiveExt). */ 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. * * 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. * * @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. * * 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. * * @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, or that it will continue to exist * after this call (as other processes may delete it on multitasking systems). * * @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. * * If 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. * * @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); */ /* !!! need way to enumerate the contents of a directory. */ #ifdef __cplusplus } #endif #endif /* !defined _INCLUDE_PHYSFS_H_ */ /* end of physfs.h ... */