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hl2sdk/public/filesystem_init.h
Nicholas Hastings 3957adff10 Sync with upstream (Issue #30).
Recompiled tier1 and mathlib  for all platforms will come in next commit.
2016-11-30 10:01:15 -05:00

218 lines
6.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FILESYSTEM_INIT_H
#define FILESYSTEM_INIT_H
#ifdef _WIN32
#pragma once
#endif
#include "filesystem.h"
// If this option is on the command line, then filesystem_init won't bring up the vconfig
// dialog even if FS_ERRORMODE_VCONFIG is used.
#define CMDLINEOPTION_NOVCONFIG "-NoVConfig"
#define GAMEDIR_TOKEN "VProject"
#if defined( _WIN32 ) || defined( WIN32 )
#define PATHSEPARATOR(c) ((c) == '\\' || (c) == '/')
#else //_WIN32
#define PATHSEPARATOR(c) ((c) == '/')
#endif //_WIN32
enum FSReturnCode_t
{
FS_OK,
FS_MISSING_GAMEINFO_FILE,
FS_INVALID_GAMEINFO_FILE,
FS_INVALID_PARAMETERS,
FS_UNABLE_TO_INIT,
FS_MISSING_STEAM_DLL
};
enum FSErrorMode_t
{
FS_ERRORMODE_AUTO, // Call Error() in case of an error.
FS_ERRORMODE_VCONFIG, // Call Error() for errors and run vconfig when appropriate.
FS_ERRORMODE_NONE, // Just return FSReturnCode values and setup the string for FileSystem_GetLastErrorString.
};
class CFSSteamSetupInfo
{
public:
CFSSteamSetupInfo();
// Inputs.
public:
// If this is set, then the init code will look in this directory up to the root for gameinfo.txt.
// It must be set for FileSystem_LoadSearchPaths to work.
//
// (default: null)
const char *m_pDirectoryName;
// If this is true, then it won't look at -vproject, -game, or the vproject environment variable
// to find gameinfo.txt. If this is true, then m_pDirectoryName must be set.
//
// (default: false)
bool m_bOnlyUseDirectoryName;
// If this is true, then:
// 1. It will set the environment variables that steam.dll looks at for startup info.
// 2. It will look for ToolsAppId in the gameinfo.txt file and load the
// steam caches associated with that cache if it's there. This is so apps like Hammer and hlmv
// can load the main steam caches (like for Counter-Strike or Half-Life 2), and also load the
// caches that include tools-specific materials (materials\editor, materials\debug, etc).
//
// (default: true - should be FALSE for the engine)
bool m_bToolsMode;
// If this is true, and m_bToolsMode is false, then it will append the path to steam.dll to the
// PATH environment variable. This makes it so you can run the engine under Steam without
// having to copy steam.dll up into your hl2.exe folder.
// (default: false)
bool m_bSetSteamDLLPath;
// Are we loading the Steam filesystem? This should be the same value that
// FileSystem_GetFileSystemDLLName gave you.
bool m_bSteam;
// If this is true, then it won't look for a gameinfo.txt.
//
// (default: false)
bool m_bNoGameInfo;
// Outputs (if it returns FS_OK).
public:
char m_GameInfoPath[512]; // The directory that gameinfo.txt lives in.
};
class CFSLoadModuleInfo : public CFSSteamSetupInfo
{
public:
CFSLoadModuleInfo();
// Inputs.
public:
// Full path to the file system DLL (gotten from FileSystem_GetFileSystemDLLName).
const char *m_pFileSystemDLLName;
// Passed to IFileSystem::Connect.
CreateInterfaceFn m_ConnectFactory;
// Outputs (if it returns FS_OK).
public:
// The filesystem you got from FileSystem_LoadFileSystemModule.
IFileSystem *m_pFileSystem;
CSysModule *m_pModule;
};
class CFSMountContentInfo
{
public:
CFSMountContentInfo();
// Inputs.
public:
// See CFSLoadModuleInfo::m_bToolsMode (this valid should always be the same as you passed to CFSLoadModuleInfo::m_bToolsMode).
bool m_bToolsMode;
// This specifies the directory where gameinfo.txt is. This must be set.
// It can come from CFSLoadModuleInfo::m_GameInfoPath.
const char *m_pDirectoryName;
// Gotten from CFSLoadModuleInfo::m_pFileSystem.
IFileSystem *m_pFileSystem;
};
class CFSSearchPathsInit
{
public:
CFSSearchPathsInit();
// Inputs.
public:
// This specifies the directory where gameinfo.txt is. This must be set.
const char *m_pDirectoryName;
// If this is set, then any search paths with a _english will be replaced with _m_pLanguage and added before the
// _english path
// (default: null)
const char *m_pLanguage;
// This is the filesystem FileSystem_LoadSearchPaths is talking to.
IFileSystem *m_pFileSystem;
bool m_bMountHDContent;
bool m_bLowViolence;
// Outputs.
public:
// This is the location of the first search path called "game", which also becomes your "mod" search path.
char m_ModPath[512];
};
const char *GetVProjectCmdLineValue();
// Call this to use a bin directory relative to VPROJECT
void FileSystem_UseVProjectBinDir( bool bEnable );
// This is used by all things that use the application framework:
// Note that the application framework automatically takes care of step 1 if you use CSteamApplication.
// Step 1: Ask filesystem_init for the name of the filesystem DLL to load
FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLen, bool &bSteam );
// Step 2: Use filesystem framework to load/connect/init that filesystem DLL
// -or- just set up the steam environment and get back the gameinfo.txt path
// The second method is used by the application framework, which wants to connect/init the filesystem itself
FSReturnCode_t FileSystem_LoadFileSystemModule( CFSLoadModuleInfo &info );
FSReturnCode_t FileSystem_SetupSteamEnvironment( CFSSteamSetupInfo &info );
// Step 3: Ask filesystem_init to set up the executable search path, and mount the steam content based on the mod gameinfo.txt file
FSReturnCode_t FileSystem_MountContent( CFSMountContentInfo &fsInfo );
// Step 4: Load the search paths out of pGameDirectory\gameinfo.txt.
FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo );
// This is automatically done during step 3, but if you want to redo all the search
// paths (like Hammer does), you can call this to reset executable_path.
FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem );
// Utility function to add the PLATFORM search path.
void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *szGameInfoPath );
// See FSErrorMode_t. If you don't specify one here, then the default is FS_ERRORMODE_VCONFIG.
void FileSystem_SetErrorMode( FSErrorMode_t errorMode = FS_ERRORMODE_VCONFIG );
bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen );
// Clear SteamAppUser, SteamUserPassphrase, and SteamAppId from this process's environment.
// TODO: always do this after LoadFileSysteModule.. there's no reason it should be
// in the environment.
void FileSystem_ClearSteamEnvVars();
// Find the steam.cfg above you for optional stuff
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen );
// Returns the last error.
const char *FileSystem_GetLastErrorString();
void Q_getwd( char *out, int outSize );
#endif // FILESYSTEM_INIT_H