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| | GameFileClass (char const *filename) |
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| | GameFileClass (void) |
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| virtual | ~GameFileClass (void) |
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| virtual char const * | File_Name (void) const |
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| virtual char const * | Set_Name (char const *filename) |
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| virtual int | Create (void) |
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| virtual int | Delete (void) |
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| virtual bool | Is_Available (int forced=false) |
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| virtual bool | Is_Open (void) const |
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| virtual int | Open (char const *filename, int rights=READ) |
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| virtual int | Open (int rights=READ) |
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| virtual int | Read (void *buffer, int len) |
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| virtual int | Seek (int pos, int dir=SEEK_CUR) |
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| virtual int | Size (void) |
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| virtual int | Write (void const *buffer, int len) |
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| virtual void | Close (void) |
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| virtual | ~FileClass (void) |
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| virtual int | Tell (void) |
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| virtual unsigned long | Get_Date_Time (void) |
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| virtual bool | Set_Date_Time (unsigned long) |
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| virtual void * | Get_File_Handle (void) |
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| | operator char const * () |
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| int | Printf (char *str,...) |
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| int | Printf (char *buffer, int bufferSize, char *str,...) |
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| int | Printf_Indented (unsigned depth, char *str,...) |
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| virtual | ~FileClass (void) |
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| virtual int | Tell (void) |
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| virtual unsigned long | Get_Date_Time (void) |
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| virtual bool | Set_Date_Time (unsigned long) |
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| virtual void | Error (int error, int canretry=false, char const *filename=NULL)=0 |
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| virtual void * | Get_File_Handle (void) |
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| | operator char const * () |
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| int | Printf (char *str,...) |
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| int | Printf (char *buffer, int bufferSize, char *str,...) |
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| int | Printf_Indented (unsigned depth, char *str,...) |
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Game file access. At present this allows us to access test assets, assets from legacy GDI assets, and the current flat directory access for textures, models etc
Definition at line 49 of file W3DFileSystem.h.
| char const * GameFileClass::Set_Name |
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char const * | filename | ) |
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virtual |
Sets the file name, and finds the GDI asset if present.
Well, that is the worst comment ever for the most important function there is. Everything comes through this. This builds the directory and tests for the file in several different places.
First we look in Language subfolders so that our Perforce build can handle files that have been localized but were in Generals.
Then we do the normal TheFileSystem lookup. In there it does LocalFile (Art/Textures) then it does big files (which internally are also Art/Textures).
Finally we try UserData.
Implements FileClass.
Reimplemented in WBGameFileClass.
Definition at line 140 of file W3DFileSystem.cpp.