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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "bsplib.h"
#include "ibsppack.h"
#include "cmdlib.h"
#include "zip_utils.h"
class CBSPPack : public IBSPPack { public: void LoadBSPFile( IFileSystem *pFileSystem, char *filename ); void WriteBSPFile( char *filename ); void ClearPackFile( void ); void AddFileToPack( const char *relativename, const char *fullpath ); void AddBufferToPack( const char *relativename, void *data, int length, bool bTextMode ); void SetHDRMode( bool bHDR ); bool SwapBSPFile( IFileSystem *pFileSystem, const char *filename, const char *swapFilename, bool bSwapOnLoad, VTFConvertFunc_t pVTFConvertFunc, VHVFixupFunc_t pVHVFixupFunc, CompressFunc_t pCompressFunc ); bool RepackBSP( CUtlBuffer &inputBuffer, CUtlBuffer &outputBuffer, eRepackBSPFlags repackFlags ); bool GetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, void **pPakData, int *pPakSize ); bool SetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, const char *pNewFilename, void *pPakData, int pakSize ); bool GetBSPDependants( IFileSystem *pFileSystem, const char *pBSPFilename, CUtlVector< CUtlString > *pList ); };
void CBSPPack::LoadBSPFile( IFileSystem *pFileSystem, char *filename ) { MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f ); // This is shady, but the engine is the only client here and we want the same search paths it has.
g_pFileSystem = g_pFullFileSystem = pFileSystem; ::LoadBSPFile( filename ); }
void CBSPPack::WriteBSPFile( char *filename ) { ::WriteBSPFile( filename ); }
void CBSPPack::ClearPackFile( void ) { ::ClearPakFile( GetPakFile() ); }
void CBSPPack::AddFileToPack( const char *relativename, const char *fullpath ) { // Compressing at this point would work, but the usual usage is creating a BSP and using RepackBSP() to apply lump
// and pack compression as a final pass
::AddFileToPak( GetPakFile(), relativename, fullpath, IZip::eCompressionType_None ); }
void CBSPPack::AddBufferToPack( const char *relativename, void *data, int length, bool bTextMode ) { // Compressing at this point would work, but the usual usage is creating a BSP and using RepackBSP() to apply lump
// and pack compression as a final pass
::AddBufferToPak( GetPakFile(), relativename, data, length, bTextMode, IZip::eCompressionType_None ); }
void CBSPPack::SetHDRMode( bool bHDR ) { ::SetHDRMode( bHDR ); }
bool CBSPPack::SwapBSPFile( IFileSystem *pFileSystem, const char *filename, const char *swapFilename, bool bSwapOnLoad, VTFConvertFunc_t pVTFConvertFunc, VHVFixupFunc_t pVHVFixupFunc, CompressFunc_t pCompressFunc ) { // This is shady, but the engine is the only client here and we want the same search paths it has.
g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::SwapBSPFile( filename, swapFilename, bSwapOnLoad, pVTFConvertFunc, pVHVFixupFunc, pCompressFunc ); }
bool CBSPPack::RepackBSP( CUtlBuffer &inputBuffer, CUtlBuffer &outputBuffer, eRepackBSPFlags repackFlags ) { return ::RepackBSP( inputBuffer, outputBuffer, ( repackFlags & eRepackBSP_CompressLumps ) ? RepackBSPCallback_LZMA : NULL, ( repackFlags & eRepackBSP_CompressPackfile ) ? IZip::eCompressionType_LZMA : IZip::eCompressionType_None ); }
bool CBSPPack::GetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, void **pPakData, int *pPakSize ) { g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::GetPakFileLump( pBSPFilename, pPakData, pPakSize ); }
bool CBSPPack::SetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, const char *pNewFilename, void *pPakData, int pakSize ) { g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::SetPakFileLump( pBSPFilename, pNewFilename, pPakData, pakSize ); }
bool CBSPPack::GetBSPDependants( IFileSystem *pFileSystem, const char *pBSPFilename, CUtlVector< CUtlString > *pList ) { g_pFileSystem = g_pFullFileSystem = pFileSystem;
return ::GetBSPDependants( pBSPFilename, pList ); }
EXPOSE_SINGLE_INTERFACE( CBSPPack, IBSPPack, IBSPPACK_VERSION_STRING );
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