physfs/physfs.h

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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
* fs_* cvars. If you've ever tinkered with these, then this API will be
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* 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
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* 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.
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*
* 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
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* 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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*
* 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,
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* you should probably set it once and stick to that path. 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 path 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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*
* 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
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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
* use the base path for both searching and writing. There is a helper
* function (PHYSFS_setSanePaths()) that puts together a basic configuration
* 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 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 filehandles and vice versa.
*
* 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
* 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
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typedef struct __PHYSFS_FILE__
{
unsigned int opaque;
} PHYSFS_file;
typedef struct __PHYSFS_ARCHIVEINFO__
{
const char *extension;
const char *description;
} PHYSFS_ArchiveInfo;
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/* functions... */
/**
* Initialize PhysicsFS. This must be called before any other PhysicsFS
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* function.
*
* @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
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* search/write paths, frees memory, and invalidates all of 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);
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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.
*
* The returned value is an array of strings, with a NULL entry to signify the
* end of the list:
*
* PHYSFS_ArchiveInfo **i;
*
* for (i = PHYSFS_supportedArchiveTypes(); *i != NULL; i++)
* {
* printf("Supported archive: [%s], which is [%s].\n",
* i->extension, i->description);
* }
*
* The return values are pointers to static internal memory, and should
* be considered READ ONLY, and never freed.
*
* @return READ ONLY Null-terminated array of READ ONLY structures.
*/
const PHYSFS_ArchiveInfo *PHYSFS_supportedArchiveTypes(void);
/**
* Certain PhysicsFS functions return lists of information that are
* dynamically allocated. Use this function to free those resources.
*
* @param list List of information specified as freeable by this function.
*/
void PHYSFS_freeList(void *list);
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/**
* 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
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* function. The pointer returned by this call points to an
* internal buffer. Each thread has a unique error state associated with it.
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*
* @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.
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*
* @return READ ONLY null-terminated string of platform's path separator.
*/
const char *PHYSFS_getPathSeparator(void);
/**
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* Get an array of paths to available CD-ROM drives.
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*
* 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;
*
* for (i = PHYSFS_getCdRomPaths(); *i != NULL; i++)
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* printf("cdrom path [%s] is available.\n", *i);
*
* 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.
*
* @return Null-terminated array of null-terminated strings.
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*/
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char **PHYSFS_getCdRomPaths(void);
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/**
* Helper function.
*
* Get the "base path". 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.
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*
* You should probably use the base path in your search path.
*
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* @return READ ONLY string of base path in platform-dependent notation.
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*/
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const char *PHYSFS_getBasePath(void);
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/**
* 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.
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* On systems with no concept of multiple home directories (MacOS, win95),
* this will default to something like "C:\mybasepath\users\username"
* where "username" will either be the login name, or "default" if the
* platform doesn't support multiple users, either.
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*
* 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.
*
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* @return READ ONLY string of user path in platform-dependent notation.
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*/
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const char *PHYSFS_getUserPath(void);
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/**
* Get the current write path. The default write path is NULL.
*
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* @return READ ONLY string of write path in platform-dependent notation,
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* OR NULL IF NO WRITE PATH IS CURRENTLY SET.
*/
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const char *PHYSFS_getWritePath(char *buffer, int bufferSize);
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/**
* 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,
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* specified in platform-dependent notation. Setting to NULL
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* 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.
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*
* 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.
*
* The returned value is an array of strings, with a NULL entry to signify the
* end of the list:
*
* char **i;
*
* for (i = PHYSFS_getSearchPath(); *i != NULL; i++)
* printf("[%s] is in the search path.\n", *i);
*
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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.
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*
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* @return Null-terminated array of null-terminated strings.
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*/
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char **PHYSFS_getSearchPath(void);
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/**
* 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)
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* - The Base Path (PHYSFS_getBasePath())
* - The Base Path/appName (if it exists)
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* - All found CD-ROM paths (optionally)
* - All found CD-ROM paths/appName (optionally, and if they exist)
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*
* 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.
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*
* @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.
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*
* @param archivesFirst Non-zero to prepend the archives to the search path.
* Zero to append them. Ignored if !(archiveExt).
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*/
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"
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* 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.
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*
* @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.
*
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* A directory must be empty before this call can delete it.
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*
* 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.
*
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* @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);
/**
* 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);
/**
* 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
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* path and C:\mygame\maps\level1.map exists, then "C:\mygame" is returned.
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*
* 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.
*
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* @param filename file to look for.
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* @return READ ONLY string of element of search path containing the
* the file in question. NULL if not found.
*/
const char *PHYSFS_getRealPath(const char *filename);
/**
* Get a file listing of a search path's directory. Matching directories are
* interpolated. That is, if "C:\mypath" is in the search path and contains a
* directory "savegames" that contains "x.sav", "y.sav", and "z.sav", and
* there is also a "C:\userpath" in the search path that has a "savegames"
* subdirectory with "w.sav", then the following code:
*
* ------------------------------------------------
* char **rc = PHYSFS_enumerateFiles("savegames");
* char **i;
*
* for (i = rc; *i != NULL; i++)
* printf("We've got [%s].\n", *i);
*
* PHYSFS_freeList(rc);
* ------------------------------------------------
*
* ...will print:
*
* ------------------------------------------------
* We've got [x.sav].
* We've got [y.sav].
* We've got [z.sav].
* We've got [w.sav].
* ------------------------------------------------
*
* Don't forget to call PHYSFS_freeList() with the return value from this
* function when you are done with it.
*
* @param path directory in platform-independent notation to enumerate.
* @return Null-terminated array of null-terminated strings.
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*/
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char **PHYSFS_enumerateFiles(const char *path);
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/**
* 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().
*/
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PHYSFS_file *PHYSFS_openWrite(const char *filename);
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/**
* 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().
*/
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PHYSFS_file *PHYSFS_openAppend(const char *filename);
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/**
* 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().
*/
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PHYSFS_file *PHYSFS_openRead(const char *filename);
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/**
* 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().
*/
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int PHYSFS_close(PHYSFS_file *handle);
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/**
* 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
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* the reason this might be < (objCount), as can PHYSFS_eof().
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*/
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int PHYSFS_read(PHYSFS_file *handle, void *buffer,
unsigned int objSize, unsigned int objCount);
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/**
* 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).
*/
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int PHYSFS_write(PHYSFS_file *handle, void *buffer,
unsigned int objSize, unsigned int objCount);
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/**
* 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.
*/
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int PHYSFS_eof(PHYSFS_file *handle);
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/**
* 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().
*/
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int PHYSFS_tell(PHYSFS_file *handle);
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/**
* 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().
*/
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int PHYSFS_seek(PHYSFS_file *handle, int pos);
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#ifdef __cplusplus
}
#endif
#endif /* !defined _INCLUDE_PHYSFS_H_ */
/* end of physfs.h ... */