Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#pragma once
#include <stdio.h>
#include "utlbuffer.h"
#include "zip_uncompressed.h"
#include "generichash.h"
#include "zip_utils.h"
#include "byteswap.h"
#include "tier1/UtlVector.h"
#include "UtlSortVector.h"
struct CRCEntry_t { unsigned int fileNameCRC; CUtlString filename; };
struct preloadRemap_t { CUtlString filename; unsigned short preloadDirIndex; };
class CZipCRCLessFunc { public: bool Less( CRCEntry_t const& src1, CRCEntry_t const& src2, void *pCtx ) { return ( src1.fileNameCRC < src2.fileNameCRC ); } };
class CXZipTool { public: CXZipTool(); ~CXZipTool();
void Reset(); bool Begin( const char* pFileName, unsigned int alignment = 0 ); bool End(); bool AddBuffer( const char* pFileName, CUtlBuffer &buffer, bool bPreload = true ); bool AddFile( const char* pFileName, bool bPreload = true ); void SpewPreloadInfo( const char *pZipName );
private: IZip *m_pZip; char m_PreloadFilename[MAX_PATH]; HANDLE m_hPreloadFile; HANDLE m_hOutputZipFile; ZIP_PreloadHeader m_ZipPreloadHeader; CUtlVector< ZIP_PreloadDirectoryEntry > m_ZipPreloadDirectoryEntries; CUtlSortVector< CRCEntry_t, CZipCRCLessFunc > m_ZipCRCList; CUtlVector< preloadRemap_t > m_ZipPreloadRemapEntries; };
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