That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
101 lines
3.9 KiB
C++
101 lines
3.9 KiB
C++
/*************************************************************************/
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/* file_access_compressed.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FILE_ACCESS_COMPRESSED_H
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#define FILE_ACCESS_COMPRESSED_H
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#include "io/compression.h"
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#include "os/file_access.h"
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class FileAccessCompressed : public FileAccess {
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Compression::Mode cmode;
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bool writing;
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int write_pos;
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uint8_t*write_ptr;
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int write_buffer_size;
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int write_max;
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int block_size;
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mutable bool read_eof;
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mutable bool at_end;
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struct ReadBlock {
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int csize;
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int offset;
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};
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mutable Vector<uint8_t> comp_buffer;
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uint8_t *read_ptr;
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mutable int read_block;
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int read_block_count;
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mutable int read_block_size;
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mutable int read_pos;
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Vector<ReadBlock> read_blocks;
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int read_total;
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String magic;
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mutable Vector<uint8_t> buffer;
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FileAccess *f;
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public:
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void configure(const String& p_magic, Compression::Mode p_mode=Compression::MODE_FASTLZ, int p_block_size=4096);
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Error open_after_magic(FileAccess *p_base);
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virtual Error _open(const String& p_path, int p_mode_flags); ///< open a file
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virtual void close(); ///< close a file
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virtual bool is_open() const; ///< true when file is open
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virtual void seek(size_t p_position); ///< seek to a given position
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virtual void seek_end(int64_t p_position=0); ///< seek from the end of file
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virtual size_t get_pos() const; ///< get position in the file
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virtual size_t get_len() const; ///< get size of the file
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virtual bool eof_reached() const; ///< reading passed EOF
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virtual uint8_t get_8() const; ///< get a byte
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virtual int get_buffer(uint8_t *p_dst, int p_length) const;
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virtual Error get_error() const; ///< get last error
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virtual void store_8(uint8_t p_dest); ///< store a byte
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virtual bool file_exists(const String& p_name); ///< return true if a file exists
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virtual uint64_t _get_modified_time(const String& p_file);
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FileAccessCompressed();
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virtual ~FileAccessCompressed();
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};
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#endif // FILE_ACCESS_COMPRESSED_H
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