Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Interface for filesystem calls used by the saverestore system
// to manupulate the save directory.
//
//=============================================================================//
#ifndef SAVERESTOREFILESYSTEM_H
#define SAVERESTOREFILESYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "utlmap.h"
#include "utlsymbol.h"
#include "filesystem.h"
abstract_class ISaveRestoreFileSystem
{
public:
virtual FileHandle_t Open( const char *pFileName, const char *pOptions, const char *pathID = NULL ) = 0;
virtual void Close( FileHandle_t ) = 0;
virtual int Read( void *pOutput, int size, FileHandle_t file ) = 0;
virtual int Write( void const* pInput, int size, FileHandle_t file ) = 0;
virtual void Seek( FileHandle_t file, int pos, FileSystemSeek_t method ) = 0;
virtual unsigned int Tell( FileHandle_t file ) = 0;
virtual unsigned int Size( FileHandle_t file ) = 0;
virtual unsigned int Size( const char *pFileName, const char *pPathID = NULL ) = 0;
virtual bool FileExists( const char *pFileName, const char *pPathID = NULL ) = 0;
virtual void RenameFile( char const *pOldPath, char const *pNewPath, const char *pathID = NULL ) = 0;
virtual void RemoveFile( char const* pRelativePath, const char *pathID = NULL ) = 0;
virtual void AsyncFinishAllWrites( void ) = 0;
virtual void AsyncRelease( FSAsyncControl_t hControl ) = 0;
virtual FSAsyncStatus_t AsyncWrite( const char *pFileName, const void *pSrc, int nSrcBytes, bool bFreeMemory, bool bAppend, FSAsyncControl_t *pControl = NULL ) = 0;
virtual FSAsyncStatus_t AsyncFinish( FSAsyncControl_t hControl, bool wait = false ) = 0;
virtual FSAsyncStatus_t AsyncAppend( const char *pFileName, const void *pSrc, int nSrcBytes, bool bFreeMemory, FSAsyncControl_t *pControl = NULL ) = 0;
virtual FSAsyncStatus_t AsyncAppendFile( const char *pDestFileName, const char *pSrcFileName, FSAsyncControl_t *pControl = NULL ) = 0;
virtual void DirectoryCopy( const char *pPath, const char *pDestFileName, bool bIsXSave ) = 0;
virtual bool DirectoryExtract( FileHandle_t pFile, int fileCount, bool bIsXSave ) = 0;
virtual int DirectoryCount( const char *pPath ) = 0;
virtual void DirectoryClear( const char *pPath, bool bIsXSave ) = 0;
virtual void AuditFiles( void ) = 0;
virtual bool LoadFileFromDisk( const char *pFilename ) = 0;
};
extern ISaveRestoreFileSystem *g_pSaveRestoreFileSystem;
#endif // SAVERESTOREFILESYSTEM_H