Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef FILESYSTEM_TOOLS_H
#define FILESYSTEM_TOOLS_H
#ifdef _WIN32
#pragma once
#endif
#include "filesystem.h"
#include "filesystem_init.h"
// This is the the path of the initial source file
extern char qdir[1024];
// This is the base engine + mod-specific game dir (e.g. "d:\tf2\mytfmod\")
extern char gamedir[1024];
// ---------------------------------------------------------------------------------------- //
// Filesystem initialization.
// ---------------------------------------------------------------------------------------- //
enum FSInitType_t { FS_INIT_FULL, // Load gameinfo.txt, maybe use filesystem_steam, and setup search paths.
FS_INIT_COMPATIBILITY_MODE // Load filesystem_stdio and that's it.
};
//
// Initializes qdir, and gamedir. Also initializes the VMPI filesystem if MPI is defined.
//
// pFilename can be NULL if you want to rely on vproject and qproject. If it's specified, FileSystem_Init
// will go up directories from pFilename looking for gameinfo.txt (if vproject isn't specified).
//
// If bOnlyUseFilename is true, then it won't use any alternative methods of finding the vproject dir
// (ie: it won't use -game or -vproject or the vproject env var or qproject).
//
bool FileSystem_Init( const char *pFilename, int maxMemoryUsage=0, FSInitType_t initType=FS_INIT_FULL, bool bOnlyUseFilename=false ); void FileSystem_Term();
// Used to connect app-framework based console apps to the filesystem tools
void FileSystem_SetupStandardDirectories( const char *pFilename, const char *pGameInfoPath );
CreateInterfaceFn FileSystem_GetFactory( void );
extern IBaseFileSystem *g_pFileSystem; extern IFileSystem *g_pFullFileSystem; // NOTE: this is here when VMPI is being used, but a VMPI app can
// ONLY use LoadModule/UnloadModule.
#endif // FILESYSTEM_TOOLS_H
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