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!
98 lines
3.3 KiB
C++
98 lines
3.3 KiB
C++
/*************************************************************************/
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/* file_access_buffered.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 FILE_ACCESS_BUFFERED_H
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#define FILE_ACCESS_BUFFERED_H
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#include "os/file_access.h"
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#include "dvector.h"
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#include "ustring.h"
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class FileAccessBuffered : public FileAccess {
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public:
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enum {
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DEFAULT_CACHE_SIZE = 128 * 1024,
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};
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private:
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int cache_size;
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int cache_data_left() const;
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mutable Error last_error;
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protected:
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Error set_error(Error p_error) const;
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mutable struct File {
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bool open;
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int size;
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int offset;
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String name;
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int access_flags;
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} file;
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mutable struct Cache {
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Vector<uint8_t> buffer;
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int offset;
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} cache;
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virtual int read_data_block(int p_offset, int p_size, uint8_t *p_dest = 0) const =0;
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void set_cache_size(int p_size);
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int get_cache_size();
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public:
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virtual size_t get_pos() const; ///< get position in the file
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virtual size_t get_len() const; ///< get size of the file
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virtual void seek(size_t p_position); ///< seek to a given position
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virtual void seek_end(int64_t p_position=0); ///< seek from the end of file
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virtual bool eof_reached() const;
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virtual uint8_t get_8() const;
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virtual int get_buffer(uint8_t *p_dst,int p_length) const; ///< get an array of bytes
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virtual bool is_open() const;
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virtual Error get_error() const;
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FileAccessBuffered();
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virtual ~FileAccessBuffered();
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};
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#endif
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