224 lines
7.3 KiB
C++
224 lines
7.3 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef FILESYSTEM_INIT_H
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#define FILESYSTEM_INIT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "filesystem.h"
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// If this option is on the command line, then filesystem_init won't bring up the vconfig
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// dialog even if FS_ERRORMODE_VCONFIG is used.
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#define CMDLINEOPTION_NOVCONFIG "-NoVConfig"
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#define GAMEDIR_TOKEN "VProject"
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#define GAMEROOT_TOKEN "VGame"
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#define CONTENTROOT_TOKEN "VContent"
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#if defined( _WIN32 ) || defined( WIN32 )
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#define PATHSEPARATOR(c) ((c) == '\\' || (c) == '/')
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#else //_WIN32
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#define PATHSEPARATOR(c) ((c) == '/')
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#endif //_WIN32
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enum FSReturnCode_t
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{
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FS_OK,
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FS_MISSING_GAMEINFO_FILE,
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FS_INVALID_GAMEINFO_FILE,
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FS_INVALID_PARAMETERS,
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FS_UNABLE_TO_INIT,
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FS_MISSING_STEAM_DLL
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};
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enum FSErrorMode_t
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{
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FS_ERRORMODE_AUTO, // Call Error() in case of an error.
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FS_ERRORMODE_VCONFIG, // Call Error() for errors and run vconfig when appropriate.
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FS_ERRORMODE_NONE, // Just return FSReturnCode values and setup the string for FileSystem_GetLastErrorString.
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};
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class CFSSteamSetupInfo
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{
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public:
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CFSSteamSetupInfo();
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// Inputs.
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public:
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// If this is set, then the init code will look in this directory up to the root for gameinfo.txt.
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// It must be set for FileSystem_LoadSearchPaths to work.
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//
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// (default: null)
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const char *m_pDirectoryName;
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// If this is true, then it won't look at -vproject, -game, or the vproject environment variable
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// to find gameinfo.txt. If this is true, then m_pDirectoryName must be set.
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//
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// (default: false)
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bool m_bOnlyUseDirectoryName;
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// If this is true, then:
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// 1. It will set the environment variables that steam.dll looks at for startup info.
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// 2. It will look for ToolsAppId in the gameinfo.txt file and load the
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// steam caches associated with that cache if it's there. This is so apps like Hammer and hlmv
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// can load the main steam caches (like for Counter-Strike or Half-Life 2), and also load the
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// caches that include tools-specific materials (materials\editor, materials\debug, etc).
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//
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// (default: true - should be FALSE for the engine)
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bool m_bToolsMode;
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// If this is true, and m_bToolsMode is false, then it will append the path to steam.dll to the
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// PATH environment variable. This makes it so you can run the engine under Steam without
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// having to copy steam.dll up into your hl2.exe folder.
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// (default: false)
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bool m_bSetSteamDLLPath;
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// Are we loading the Steam filesystem? This should be the same value that
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// FileSystem_GetFileSystemDLLName gave you.
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bool m_bSteam;
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// If this is true, then it won't look for a gameinfo.txt.
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//
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// (default: false)
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bool m_bNoGameInfo;
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// Outputs (if it returns FS_OK).
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public:
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char m_GameInfoPath[512]; // The directory that gameinfo.txt lives in.
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};
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class CFSLoadModuleInfo : public CFSSteamSetupInfo
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{
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public:
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CFSLoadModuleInfo();
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// Inputs.
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public:
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// Full path to the file system DLL (gotten from FileSystem_GetFileSystemDLLName).
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const char *m_pFileSystemDLLName;
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// Passed to IFileSystem::Connect.
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CreateInterfaceFn m_ConnectFactory;
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// Outputs (if it returns FS_OK).
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public:
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// The filesystem you got from FileSystem_LoadFileSystemModule.
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IFileSystem *m_pFileSystem;
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CSysModule *m_pModule;
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};
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class CFSMountContentInfo
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{
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public:
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CFSMountContentInfo();
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// Inputs.
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public:
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// See CFSLoadModuleInfo::m_bToolsMode (this valid should always be the same as you passed to CFSLoadModuleInfo::m_bToolsMode).
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bool m_bToolsMode;
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// This specifies the directory where gameinfo.txt is. This must be set.
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// It can come from CFSLoadModuleInfo::m_GameInfoPath.
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const char *m_pDirectoryName;
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// Gotten from CFSLoadModuleInfo::m_pFileSystem.
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IFileSystem *m_pFileSystem;
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};
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class CFSSearchPathsInit
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{
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public:
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CFSSearchPathsInit();
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// Inputs.
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public:
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// This specifies the directory where gameinfo.txt is. This must be set.
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const char *m_pDirectoryName;
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// If this is set, then it will add a search path with _<language> appended to the pathname
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// for each search path with a path ID of "game".
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// (default: null)
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const char *m_pLanguage;
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// This is the filesystem FileSystem_LoadSearchPaths is talking to.
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IFileSystem *m_pFileSystem;
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// Outputs.
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public:
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// This is the location of the first search path called "game", which also becomes your "mod" search path.
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char m_ModPath[512];
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};
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const char *GetVProjectCmdLineValue();
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// Call this to use a bin directory relative to VPROJECT
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void FileSystem_UseVProjectBinDir( bool bEnable );
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// This is used by all things that use the application framework:
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// Note that the application framework automatically takes care of step 1 if you use CSteamApplication.
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// Step 1: Ask filesystem_init for the name of the filesystem DLL to load
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FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLen, bool &bSteam );
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// Step 2: Use filesystem framework to load/connect/init that filesystem DLL
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// -or- just set up the steam environment and get back the gameinfo.txt path
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// The second method is used by the application framework, which wants to connect/init the filesystem itself
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FSReturnCode_t FileSystem_LoadFileSystemModule( CFSLoadModuleInfo &info );
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FSReturnCode_t FileSystem_SetupSteamEnvironment( CFSSteamSetupInfo &info );
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// Step 3: Ask filesystem_init to set up the executable search path, and mount the steam content based on the mod gameinfo.txt file
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FSReturnCode_t FileSystem_MountContent( CFSMountContentInfo &fsInfo );
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// Step 4: Load the search paths out of pGameDirectory\gameinfo.txt.
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FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo );
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// This is automatically done during step 3, but if you want to redo all the search
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// paths (like Hammer does), you can call this to reset executable_path.
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FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem );
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// Utility function to add the PLATFORM search path.
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void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *szGameInfoPath );
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// See FSErrorMode_t. If you don't specify one here, then the default is FS_ERRORMODE_VCONFIG.
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void FileSystem_SetErrorMode( FSErrorMode_t errorMode = FS_ERRORMODE_VCONFIG );
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bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen );
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// Clear SteamAppUser, SteamUserPassphrase, and SteamAppId from this process's environment.
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// TODO: always do this after LoadFileSysteModule.. there's no reason it should be
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// in the environment.
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void FileSystem_ClearSteamEnvVars();
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// Find the steam.cfg above you for optional stuff
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FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen );
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// Setup the Steam.dll path without needing all the extra gameinfo stuff first
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// used by the CSteamApplication::Create() code to LoadModule() on the filesystem
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// before the underlying apps know specific details about the environment to load
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FSReturnCode_t FileSystem_SetupSteamInstallPath();
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// Returns the last error.
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const char *FileSystem_GetLastErrorString();
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void Q_getwd( char *out, int outSize );
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KeyValues* ReadKeyValuesFile( const char *pFilename );
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#endif // FILESYSTEM_INIT_H
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