c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
96 lines
3.5 KiB
C++
96 lines
3.5 KiB
C++
/*************************************************************************/
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/* cp_file_access_wrapper.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CP_FILE_ACCESS_WRAPPER_H
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#define CP_FILE_ACCESS_WRAPPER_H
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#include "cp_config.h"
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class CPFileAccessWrapper {
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public:
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enum ModeFlags {
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READ=1,
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WRITE=2,
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READ_WRITE=3,
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};
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enum Error {
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OK,
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ERROR_FILE_NOT_FOUND,
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ERROR_FILE_BAD_DRIVE,
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ERROR_FILE_BAD_PATH,
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ERROR_FILE_NO_PERMISSION,
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ERROR_ALREADY_IN_USE,
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ERROR_INVALID_PARAMETERS,
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ERROR_OPENING_FILE,
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ERROR_READING_FILE,
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ERROR_WRITING_FILE
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};
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virtual Error open(const char *p_filename, int p_mode_flags)=0;
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virtual void close()=0;
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virtual void seek(uint32_t p_position)=0;
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virtual void seek_end()=0;
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virtual uint32_t get_pos()=0;
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virtual bool eof_reached()=0;
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virtual uint8_t get_byte()=0;
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virtual void get_byte_array(uint8_t *p_dest,int p_elements)=0;
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virtual void get_word_array(uint16_t *p_dest,int p_elements)=0;
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virtual uint16_t get_word()=0;
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virtual uint32_t get_dword()=0;
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// use this for files WRITTEN in _big_ endian machines (ie, amiga/mac)
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// It's not about the current CPU type but file formats.
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// this flags get reset to false (little endian) on each open
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virtual void set_endian_conversion(bool p_swap)=0;
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virtual bool is_open()=0;
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virtual Error get_error()=0;
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virtual void store_byte(uint8_t p_dest)=0;
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virtual void store_byte_array(const uint8_t *p_dest,int p_elements)=0;
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virtual void store_word(uint16_t p_dest)=0;
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virtual void store_dword(uint32_t p_dest)=0;
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virtual ~CPFileAccessWrapper(){}
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};
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#endif
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