More updates, corrections, clarifications...
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physfs.h
272
physfs.h
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@ -13,18 +13,18 @@
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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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*
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* With PhysicsFS, you have a single writing path and multiple "search paths"
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* 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
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* "C:\MyGame\MyWritingDirectory", then no PHYSFS calls could touch anything
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* above this directory, including the "C:\MyGame" and "C:\" directories.
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* This prevents an application's internal scripting language from piddling
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* over c:\config.sys, for example. If you'd rather give PHYSFS full access
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* to the system's REAL file system, set the writing path to "C:\", but
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* that's generally A Bad Thing for several reasons.
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* With PhysicsFS, you have a single writing directory and multiple
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* directories (the "search path") for reading. You can think of this as a
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* filesystem within a filesystem. If (on Windows) you were to set the
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* writing directory to "C:\MyGame\MyWritingDirectory", then no PHYSFS calls
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* could touch anything above this directory, including the "C:\MyGame" and
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* "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
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* dir to "C:\", but that's generally A Bad Thing for several reasons.
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*
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* Drive letters are hidden in PhysicsFS once you set up your initial paths.
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* The search paths create a single, hierarchical directory structure.
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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,
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* it also gives better support to operating systems like MacOS and Unix.
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* Generally speaking, you shouldn't ever hardcode a drive letter; not only
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@ -32,25 +32,26 @@
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* users to a single drive, too. Use the PhysicsFS abstraction functions and
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* allow user-defined configuration options, too. When opening a file, you
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* 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 path 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 path
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* as "C:\mydir\myfile" or "MacOS hard drive:My Directory:My File" is termed
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* "platform-dependent notation". The only time you use platform-dependent
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* notation is when setting up your write and search paths; after that, all
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* file access into those paths are done with platform-independent notation.
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* "platform-independent notation" in this documentation. Specifying a
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* a filename in a form such as "C:\mydir\myfile" or
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* "MacOS hard drive:My Directory:My File" is termed "platform-dependent
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* notation". The only time you use platform-dependent notation is when
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* setting up your write directory and search path; after that, all file
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* access into those directories are done with platform-independent notation.
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*
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* All files opened for writing are opened in relation to the write path,
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* 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 it's internal search path. This is NOT the
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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
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* PhysicsFS specifies directories to be searched which may be actual
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* directories, or archive files that contain files and subdirectories of
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* their own. See the end of these docs for currently supported archive
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* formats.
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*
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* Once a search path is defined, you may open files for reading. If you've
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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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*
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* C:\mygame
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@ -58,7 +59,7 @@
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* D:\mygamescdromdatafiles
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* 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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* 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
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* the string; this is platform-independent notation) will check for
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* C:\mygame\textfiles\myfile.txt, then
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@ -68,37 +69,53 @@
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* that most archive types and platform filesystems store their filenames in
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* 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 ".." as path
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* elements. Not only are these meaningless on MacOS, they are a security
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* hole. Also, symbolic links (which can be found in some archive types and
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* directly in the filesystem on Unix platforms) are NOT followed until you
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* call PHYSFS_permitSymbolicLinks(). That's left to your own discretion, as
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* following a symlink can allow for access outside the write and search
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* paths. There is no mechanism for creating new symlinks in PhysicsFS.
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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 and/or Unix, they are a
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* security hole. Also, symbolic links (which can be found in some archive
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* types and directly in the filesystem on Unix platforms) are NOT followed
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* until you call PHYSFS_permitSymbolicLinks(). That's left to your own
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* discretion, as following a symlink can allow for access outside the write
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* dir and search paths. There is no mechanism for creating new symlinks in
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* PhysicsFS.
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*
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* The write path is not included in the search path unless you specifically
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* 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
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* your program will not have permission to write in every directory on
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* Unix and NT systems.
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* The write dir is not included in the search path unless you specifically
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* add it. While you CAN change the write dir as many times as you like,
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* you should probably set it once and stick to it. Remember that your
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* program will not have permission to write in every directory on Unix and
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* NT systems.
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*
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* All files are opened in binary mode; there is no endline conversion for
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* 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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* 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
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* function to tell you what CD-ROM drives contain accessible discs, and a
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* function to recommend a good search path, etc.
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*
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* A recommended order for a search path is the write path, then the base path,
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* then the cdrom path, then any archives discovered. Quake 3 does something
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* A recommended order for the search path is the write dir, then the base dir,
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* 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
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* Engine games, like Duke Nukem 3D and Blood, place the archives last, and
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* use the base path for both searching and writing. There is a helper
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* function (PHYSFS_setSanePaths()) that puts together a basic configuration
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* use the base dir for both searching and writing. There is a helper
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* 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_getBasePath(), and PHYSFS_getUserPath() for info on what those
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* are and how they can help you determine an optimal searchpath.
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* PHYSFS_getBaseDir(), and PHYSFS_getUserDir() for info on what those
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* are and how they can help you determine an optimal search path.
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*
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* PhysicsFS is (sort of) NOT thread safe! The error messages returned by
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* PHYSFS_getLastError are unique by thread, but that's it. Generally
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* speaking, we'd have to request a mutex at the start of each function,
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* and release it before returning. Not only is this REALLY slow, it requires
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* a thread lock portability layer to be written. All that work is only
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* necessary as a safety if the calling application is poorly written.
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* Generally speaking, it is safe to call most functions that don't set state
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* simultaneously; you can read and write and open and close different files
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* at the same time in different threads, but trying to set the write path in
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* one thread while opening a file for writing in another will, at best,
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* cause a polite error, but depending on the race condition results, you may
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* get a segfault and crash, too. Use your head, and implement you own thread
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* locks where needed. Also, consider if you REALLY need a multithreaded
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* solution in the first place.
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*
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* While you CAN use stdio/syscall file access in a program that has PHYSFS_*
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* calls, doing so is not recommended, and you can not use system
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@ -127,7 +144,7 @@ extern "C" {
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typedef struct __PHYSFS_FILE__
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{
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unsigned int opaque;
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void *opaque;
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} PHYSFS_file;
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typedef struct __PHYSFS_ARCHIVEINFO__
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@ -139,6 +156,46 @@ typedef struct __PHYSFS_ARCHIVEINFO__
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/* functions... */
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typedef struct __PHYSFS_VERSION__
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{
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int major;
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int minor;
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int patch;
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} PHYSFS_Version;
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#define PHYSFS_VER_MAJOR 0
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#define PHYSFS_VER_MINOR 1
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#define PHYSFS_VER_PATCH 0
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#define PHYSFS_VERSION(x) { \
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x->major = PHYSFS_VER_MAJOR; \
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x->minor = PHYSFS_VER_MINOR; \
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x->patch = PHYSFS_VER_PATCH; \
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}
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/**
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* Get the version of PhysicsFS that is linked against your program. If you
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* are using a shared library (DLL) version of PhysFS, then it is possible
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* that it will be different than the version you compiled against.
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*
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* This is a real function; the macro PHYSFS_VERSION tells you what version
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* of PhysFS you compiled against:
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*
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* PHYSFS_Version compiled;
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* PHYSFS_Version linked;
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*
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* PHYSFS_VERSION(&compiled);
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* PHYSFS_getLinkedVersion(&linked);
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* printf("We compiled against PhysFS version %d.%d.%d ...\n",
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* compiled.major, compiled.minor, compiled.patch);
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* printf("But we linked against PhysFS version %d.%d.%d.\n",
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* linked.major, linked.minor, linked.patch);
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*
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* This function may be called safely at any time, even before PHYSFS_init().
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*/
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void PHYSFS_getLinkedVersion(PHYSFS_Version *ver);
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/**
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* Initialize PhysicsFS. This must be called before any other PhysicsFS
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* function.
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@ -157,6 +214,8 @@ int PHYSFS_init(const char *argv0);
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* Once deinitialized, PHYSFS_init() can be called again to restart the
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* subsystem.
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*
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* This function can be used with atexit(), if you feel it's prudent to do so.
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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
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* undefined, and probably badly screwed up.
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* convention: if we list "ZIP", you can open a PkZip-compatible archive
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* with an extension of "XYZ", if you like.
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*
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* The returned value is an array of strings, with a NULL entry to signify the
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* end of the list:
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* The returned value is an array of pointers to PHYSFS_ArchiveInfo structures,
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* with a NULL entry to signify the end of the list:
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*
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* PHYSFS_ArchiveInfo **i;
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*
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*
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* @return READ ONLY Null-terminated array of READ ONLY structures.
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*/
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const PHYSFS_ArchiveInfo *PHYSFS_supportedArchiveTypes(void);
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const PHYSFS_ArchiveInfo **PHYSFS_supportedArchiveTypes(void);
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/**
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@ -202,8 +261,11 @@ void PHYSFS_freeList(void *list);
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/**
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* Get the last PhysicsFS error message as a null-terminated string.
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* 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
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* internal buffer. Each thread has a unique error state associated with it.
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* function. The pointer returned by this call points to an internal buffer.
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* Each thread has a unique error state associated with it, but each time
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* a new error message is set, it will overwrite the previous one associated
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* with that thread. It is safe to call this function at anytime, even
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* before PHYSFS_init().
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*
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* @return READ ONLY string of last error message.
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*/
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/**
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* Get a platform-dependent path separator. This is "\\" on win32, "/" on Unix,
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* Get a platform-dependent dir separator. This is "\\" on win32, "/" on Unix,
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* and ":" on MacOS. It may be more than one character, depending on the
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* platform, and your code should take that into account. Note that this is
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* only useful for setting up the search/write paths, since access into those
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* paths always use '/' (platform-independent notation) to separate
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* dirs always use '/' (platform-independent notation) to separate
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* directories. This is also handy for getting platform-independent access
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* when using stdio calls.
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*
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* @return READ ONLY null-terminated string of platform's path separator.
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* @return READ ONLY null-terminated string of platform's dir separator.
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*/
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const char *PHYSFS_getPathSeparator(void);
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const char *PHYSFS_getDirSeparator(void);
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/**
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* Get an array of paths to available CD-ROM drives.
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* Get an array of dirs to available CD-ROM drives.
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*
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* The paths returned are platform-dependent ("D:\" on Win32, "/cdrom" or
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* whatnot on Unix). Paths are only returned if there is a disc ready and
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* The dirs returned are platform-dependent ("D:\" on Win32, "/cdrom" or
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* 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
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* E: has a disc in it, then that's all you get. If the user inserts a disc
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* in D: and you call this function again, you get both drives. If, on a
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@ -240,8 +302,8 @@ const char *PHYSFS_getPathSeparator(void);
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*
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* char **i;
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*
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* for (i = PHYSFS_getCdRomPaths(); *i != NULL; i++)
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* printf("cdrom path [%s] is available.\n", *i);
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* for (i = PHYSFS_getCdRomDirs(); *i != NULL; i++)
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* printf("cdrom dir [%s] is available.\n", *i);
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*
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* This call may block while drives spin up. Be forewarned.
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*
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@ -250,82 +312,82 @@ const char *PHYSFS_getPathSeparator(void);
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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_getCdRomPaths(void);
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char **PHYSFS_getCdRomDirs(void);
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/**
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* Helper function.
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*
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* Get the "base path". This is the directory where the application was run
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* 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
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* be the process's current working directory.
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*
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* You should probably use the base path in your search path.
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* You should probably use the base dir in your search path.
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*
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* @return READ ONLY string of base path in platform-dependent notation.
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* @return READ ONLY string of base dir in platform-dependent notation.
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*/
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const char *PHYSFS_getBasePath(void);
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const char *PHYSFS_getBaseDir(void);
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/**
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* Helper function.
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*
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* Get the "user path". This is meant to be a suggestion of where a specific
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* Get the "user dir". This is meant to be a suggestion of where a specific
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* 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),
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* this will default to something like "C:\mybasepath\users\username"
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* this will default to something like "C:\mybasedir\users\username"
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* where "username" will either be the login name, or "default" if the
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* platform doesn't support multiple users, either.
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*
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* You should probably use the user path as the basis for your write path, and
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* You should probably use the user dir as the basis for your write dir, and
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* also put it near the beginning of your search path.
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*
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* @return READ ONLY string of user path in platform-dependent notation.
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* @return READ ONLY string of user dir in platform-dependent notation.
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*/
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const char *PHYSFS_getUserPath(void);
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const char *PHYSFS_getUserDir(void);
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/**
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* Get the current write path. The default write path is NULL.
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* Get the current write dir. The default write dir is NULL.
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*
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* @return READ ONLY string of write path in platform-dependent notation,
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* @return READ ONLY string of write dir in platform-dependent notation,
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* OR NULL IF NO WRITE PATH IS CURRENTLY SET.
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*/
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const char *PHYSFS_getWritePath(char *buffer, int bufferSize);
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const char *PHYSFS_getWriteDir(void);
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/**
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* Set a new write path. This will override the previous setting. If the
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* Set a new write dir. This will override the previous setting. If the
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* directory or a parent directory doesn't exist in the physical filesystem,
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* PhysicsFS will attempt to create them as needed.
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*
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* This call will fail (and fail to change the write path) if the current path
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* still has files open in it.
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* This call will fail (and fail to change the write dir) if the current
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* write dir still has files open in it.
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*
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* @param newPath The new directory to be the root of the write path,
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* @param newDir The new directory to be the root of the write dir,
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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
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* disables the write dir, so no files can be opened for
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* writing via PhysicsFS.
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* @return non-zero on success, zero on failure. All attempts to open a file
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* for writing via PhysicsFS will fail until this call succeeds.
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* Specifics of the error can be gleaned from PHYSFS_getLastError().
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*
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*/
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int PHYSFS_setWritePath(const char *newPath);
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int PHYSFS_setWriteDir(const char *newDir);
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/**
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* Add a directory or archive to the search path. If this is a duplicate, the
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* entry is not added again, even though the function succeeds.
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*
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* @param newPath directory or archive to add to the path, in
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* @param newDir directory or archive to add to the path, in
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* platform-dependent notation.
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* @param appendToPath nonzero to append to search path, zero to prepend.
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* @return nonzero if added to path, zero on failure (bogus archive, path
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* @return nonzero if added to path, zero on failure (bogus archive, dir
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* missing, etc). Specifics of the error can be
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* gleaned from PHYSFS_getLastError().
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*/
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int PHYSFS_addToSearchPath(const char *newPath, int appendToPath);
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int PHYSFS_addToSearchPath(const char *newDir, int appendToPath);
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||||
/**
|
||||
|
@ -337,11 +399,11 @@ int PHYSFS_addToSearchPath(const char *newPath, int appendToPath);
|
|||
* 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.
|
||||
* @param oldDir 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);
|
||||
int PHYSFS_removeFromSearchPath(const char *oldDir);
|
||||
|
||||
|
||||
/**
|
||||
|
@ -358,7 +420,8 @@ int PHYSFS_removeFromSearchPath(const char *oldPath);
|
|||
* 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.
|
||||
* @return Null-terminated array of null-terminated strings. NULL if there
|
||||
* was a problem (read: OUT OF MEMORY).
|
||||
*/
|
||||
char **PHYSFS_getSearchPath(void);
|
||||
|
||||
|
@ -366,8 +429,8 @@ 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.
|
||||
* Set up sane, default paths. The write dir will be set to
|
||||
* "userdir/.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
|
||||
|
@ -375,12 +438,12 @@ char **PHYSFS_getSearchPath(void);
|
|||
*
|
||||
* 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)
|
||||
* - The Write Dir (created if it doesn't exist)
|
||||
* - The Write Dir/appName (created if it doesn't exist)
|
||||
* - The Base Dir (PHYSFS_getBaseDir())
|
||||
* - The Base Dir/appName (if it exists)
|
||||
* - All found CD-ROM dirs (optionally)
|
||||
* - All found CD-ROM dirs/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
|
||||
|
@ -412,23 +475,23 @@ char **PHYSFS_getSearchPath(void);
|
|||
* @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);
|
||||
void PHYSFS_setSaneConfig(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
|
||||
* relation to the write dir. 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
|
||||
* So if you've got the write dir set to "C:\mygame\writedir" and call
|
||||
* PHYSFS_mkdir("downloads/maps") then the directories
|
||||
* "C:\mygame\writepath\downloads" and "C:\mygame\writepath\downloads\maps"
|
||||
* "C:\mygame\writedir\downloads" and "C:\mygame\writedir\downloads\maps"
|
||||
* 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.
|
||||
*
|
||||
* @param dirname New path to create.
|
||||
* @param dirname New dir to create.
|
||||
* @return nonzero on success, zero on error. Specifics of the error can be
|
||||
* gleaned from PHYSFS_getLastError().
|
||||
*/
|
||||
|
@ -437,13 +500,13 @@ int PHYSFS_mkdir(const char *dirName);
|
|||
|
||||
/**
|
||||
* Delete a file or directory. This is specified in platform-independent
|
||||
* notation in relation to the write path.
|
||||
* notation in relation to the write dir.
|
||||
*
|
||||
* A directory must be empty before this call can delete it.
|
||||
*
|
||||
* So if you've got the write path set to "C:\mygame\writepath" and call
|
||||
* So if you've got the write dir set to "C:\mygame\writedir" and call
|
||||
* PHYSFS_delete("downloads/maps/level1.map") then the file
|
||||
* "C:\mygame\writepath\downloads\maps\level1.map" is removed from the
|
||||
* "C:\mygame\writedir\downloads\maps\level1.map" is removed from the
|
||||
* physical filesystem, if it exists and the operating system permits the
|
||||
* deletion.
|
||||
*
|
||||
|
@ -500,15 +563,15 @@ void PHYSFS_permitSymbolicLinks(int allow);
|
|||
* @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);
|
||||
const char *PHYSFS_getRealDir(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
|
||||
* interpolated. That is, if "C:\mydir" 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"
|
||||
* there is also a "C:\userdir" in the search path that has a "savegames"
|
||||
* subdirectory with "w.sav", then the following code:
|
||||
*
|
||||
* ------------------------------------------------
|
||||
|
@ -530,18 +593,21 @@ const char *PHYSFS_getRealPath(const char *filename);
|
|||
* We've got [w.sav].
|
||||
* ------------------------------------------------
|
||||
*
|
||||
* Feel free to sort the list however you like. We only promise there will
|
||||
* be no duplicates, but not what order the final list will come back in.
|
||||
*
|
||||
* 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.
|
||||
* @param dir directory in platform-independent notation to enumerate.
|
||||
* @return Null-terminated array of null-terminated strings.
|
||||
*/
|
||||
char **PHYSFS_enumerateFiles(const char *path);
|
||||
char **PHYSFS_enumerateFiles(const char *dir);
|
||||
|
||||
|
||||
/**
|
||||
* 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
|
||||
* to the write dir 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.
|
||||
*
|
||||
|
@ -554,7 +620,7 @@ PHYSFS_file *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
|
||||
* to the write dir 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.
|
||||
|
|
Loading…
Reference in New Issue