godot/core/io/file_access_encrypted.h

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#ifndef FILE_ACCESS_ENCRYPTED_H
#define FILE_ACCESS_ENCRYPTED_H
#include "os/file_access.h"
class FileAccessEncrypted : public FileAccess {
public:
enum Mode {
MODE_READ,
MODE_WRITE_AES256
};
private:
Mode mode;
Vector<uint8_t> key;
bool writing;
FileAccess *file;
size_t base;
size_t length;
Vector<uint8_t> data;
size_t pos;
public:
Error open_and_parse(FileAccess *p_base,const Vector<uint8_t>& p_key,Mode p_mode);
Error open_and_parse_password(FileAccess *p_base,const String& p_key,Mode p_mode);
virtual Error _open(const String& p_path, int p_mode_flags); ///< open a file
virtual void close(); ///< close a file
virtual bool is_open() const; ///< true when file is open
virtual void seek(size_t p_position); ///< seek to a given position
virtual void seek_end(int64_t p_position=0); ///< seek from the end of file
virtual size_t get_pos() const; ///< get position in the file
virtual size_t get_len() const; ///< get size of the file
virtual bool eof_reached() const; ///< reading passed EOF
virtual uint8_t get_8() const; ///< get a byte
virtual int get_buffer(uint8_t *p_dst, int p_length) const;
virtual Error get_error() const; ///< get last error
virtual void store_8(uint8_t p_dest); ///< store a byte
virtual void store_buffer(const uint8_t *p_src,int p_length); ///< store an array of bytes
virtual bool file_exists(const String& p_name); ///< return true if a file exists
virtual uint64_t _get_modified_time(const String& p_file);
FileAccessEncrypted();
~FileAccessEncrypted();
};
#endif // FILE_ACCESS_ENCRYPTED_H