616 lines
20 KiB
C++
616 lines
20 KiB
C++
/* ************************
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Copyright Terrain Experts Inc.
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Terrain Experts Inc (TERREX) reserves all rights to this source code
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unless otherwise specified in writing by the President of TERREX.
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This copyright may be updated in the future, in which case that version
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supercedes this one.
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-------------------
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Terrex Experts Inc.
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4400 East Broadway #314
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Tucson, AZ 85711
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info@terrex.com
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Tel: (520) 323-7990
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************************
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*/
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#ifndef _trpage_io_h_
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#define _trpage_io_h_
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/* trpage_io.h
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Token definitions and basic classes.
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*/
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#include <osgTXP/trpage_sys.h>
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// Macros we may need
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#ifndef MIN
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// {secret}
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#define MIN(x,y) (((x) < (y)) ? (x) : (y))
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#endif
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#ifndef MAX
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// {secret}
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#define MAX(x,y) (((x) > (y)) ? (x) : (y))
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#endif
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// File header Magic Number
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#define TRPG_MAGIC 9480372
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// Current TerraPage major version
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#define TRPG_VERSION_MAJOR 2
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// Current TerraPage minor version
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#define TRPG_VERSION_MINOR 0
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// Non-existent token
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// {secret}
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#define TRPG_NOTOKEN 0
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// 16 bit token definition value. These are values such as TRPGTEXTABLE or TRPG_ATTACH, etc...
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typedef short trpgToken;
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// Tokens for paging data structures
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// Update the MINTOKEN and MAXTOKEN when you add tokens
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// {secret}
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#define TRPG_MINTOKEN 100
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// {secret}
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#define TRPG_PUSH 100
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// {secret}
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#define TRPG_POP 101
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// {secret}
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#define TRPGHEADER 200
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// {secret}
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#define TRPGHEAD_LODINFO 201
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// {secret}
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#define TRPGMATTABLE 300
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// Added 11/14/98 - New material table
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// {secret}
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#define TRPGMATTABLE2 301
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// Added 11/14/98
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// {secret}
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#define TRPGSHORTMATTABLE 302
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// {secret}
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#define TRPGMATERIAL 400
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// {secret}
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#define TRPGMAT_BASIC 401
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// {secret}
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#define TRPGMAT_SHADE 402
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// {secret}
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// {secret}
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#define TRPGMAT_SIZES 403
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// {secret}
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#define TRPGMAT_CULL 404
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// {secret}
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#define TRPGMAT_ALPHA 405
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// {secret}
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#define TRPGMAT_NORMAL 406
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// {secret}
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#define TRPGMAT_TEXTURE 407
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// {secret}
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#define TRPGMAT_BUMP 408
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// {secret}
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#define TRPGMAT_TEXENV 500
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// {secret}
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#define TRPGMAT_TXENV_MODE 501
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// {secret}
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#define TRPGMAT_TXENV_FILTER 502
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// {secret}
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#define TRPGMAT_TXENV_WRAP 503
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// {secret}
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#define TRPGMAT_TXENV_BORDER 504
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// {secret}
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#define TRPGTEXTABLE 600
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// {secret}
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#define TRPGTEXTABLE2 601
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// {secret}
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#define TRPGTEXTURE 650
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// {secret}
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#define TRPGMODELREF 700
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// {secret}
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#define TRPGMODELTABLE 800
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// {secret}
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#define TRPGTILETABLE 900
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// {secret}
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#define TRPG_TILE_ENTRY 901
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// {secret}
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#define TRPGTILETABLE2 902
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// {secret}
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#define TRPGTILEHEADER 1000
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// {secret}
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#define TRPG_TILE_MATLIST 1001
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// {secret}
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#define TRPG_TILE_MODELLIST 1002
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// {secret}
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#define TRPG_TILE_DATE 1003
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// {secret}
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#define TRPGLOCALMATERIAL 1004
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// {secret}
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#define TRPG_TILE_LOCMATLIST 1005
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// Lights support added by Nick
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// {secret}
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#define TRPGLIGHTTABLE 1100
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// {secret}
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#define TRPGLIGHTATTR 1150
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// {secret}
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#define TRPGLIGHTATTR_BASIC 1151
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// {secret}
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#define TRPGLIGHTATTR_RASCAL 1152
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// {secret}
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#define TRPGLIGHTATTR_CALLIGRAPHIC 1153
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// {secret}
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#define TRPGLIGHTATTR_PERFORMER 1154
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// {secret}
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#define TRPGLIGHTATTR_ANIMATION 1155
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// {secret}
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#define TRPGLIGHT 1160
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#define TRPG_LIGHT 1160
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// {secret}
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#define TRPGRANGETABLE 1200
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// {secret}
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#define TRPG_RANGE 1201
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// {secret}
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#define TRPG_GROUP 2001
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// {secret}
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#define TRPG_BILLBOARD 2002
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// {secret}
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#define TRPG_LOD 2003
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// {secret}
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#define TRPG_TRANSFORM 2004
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// {secret}
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#define TRPG_MODELREF 2005
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// {secret}
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#define TRPG_LAYER 2006
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// {secret}
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#define TRPG_GEOMETRY 3000
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// {secret}
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#define TRPG_GEOM_PRIM 3001
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// {secret}
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#define TRPG_GEOM_MATERIAL 3002
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// {secret}
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#define TRPG_GEOM_VERT32 3003
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// {secret}
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#define TRPG_GEOM_VERT64 3004
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// {secret}
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#define TRPG_GEOM_NORM32 3005
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// {secret}
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#define TRPG_GEOM_NORM64 3006
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// {secret}
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#define TRPG_GEOM_COLOR 3007
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// {secret}
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#define TRPG_GEOM_TEX32 3008
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// {secret}
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#define TRPG_GEOM_TEX64 3009
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// {secret}
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#define TRPG_GEOM_EFLAG 3010
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// {secret}
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#define TRPG_ATTACH 4000
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// {secret}
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#define TRPG_MAXTOKEN 4000
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// Basic data types
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/* 64 bit disk reference value. */
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typedef trpgllong trpgDiskRef;
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// {secret}
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typedef int trpgMatRef;
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/* Double precision 2 dimensional point. */
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TX_EXDECL class TX_CLDECL trpg2dPoint {
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public:
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double x, y;
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trpg2dPoint (void) { };
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trpg2dPoint (double in_x,double in_y) { x = in_x; y = in_y; };
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};
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/* Integer 2 dimensional point. This is used primarily as a 2D index value. */
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TX_EXDECL class TX_CLDECL trpg2iPoint {
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public:
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int x,y;
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trpg2iPoint (void) { };
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trpg2iPoint (int in_x,int in_y) {x = in_x; y = in_y;};
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};
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/* Double precision 3 dimensional point. */
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TX_EXDECL class TX_CLDECL trpg3dPoint {
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public:
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double x,y,z;
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trpg3dPoint(void) { };
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trpg3dPoint(double in_x,double in_y,double in_z) {x = in_x; y = in_y; z = in_z;}
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bool operator==(const trpg3dPoint& pt ) {
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if ( x != pt.x ) return false;
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if ( y != pt.y ) return false;
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if ( z != pt.z ) return false;
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return true;
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};
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bool operator!=(const trpg3dPoint& pt ) { return !operator==(pt); };
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};
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/* Simple red, green, blue color definition */
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TX_EXDECL class TX_CLDECL trpgColor {
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public:
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trpgColor(float64 r,float64 g,float64 b) {red = r; green = g; blue = b;}
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trpgColor(void) { };
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bool operator==(const trpgColor& color) {
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if ( color.red != red ) return false;
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if ( color.green != green ) return false;
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if ( color.blue != blue ) return false;
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return true;
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};
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bool operator!=(const trpgColor& color) { return !operator==(color); };
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float64 red,green,blue;
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};
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// Used to specify machine endianess
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typedef enum {LittleEndian,BigEndian} trpgEndian;
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/* This is a base class for an abstract buffer type.
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It contains the virtual methods for writing
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data to an abstract device. The device implementation is up
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to the subclass. trpgReadBuffer performs the similar function
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for reading.
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{group:Low Level I/O}
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*/
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TX_EXDECL class TX_CLDECL trpgWriteBuffer {
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public:
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virtual ~trpgWriteBuffer(void) { };
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/* The add functions must be filled in by the child class
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They add data of the appropriate type to the current buffer. */
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virtual void Add(int32) = 0;
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virtual void Add(int64) = 0;
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virtual void Add(const char *) = 0;
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virtual void Add(float32) = 0;
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virtual void Add(float64) = 0;
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#if (bool != int32)
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virtual void Add(bool) = 0;
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#endif
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virtual void Add(uint8) = 0;
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#if (trpgDiskRef != int64)
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virtual void Add(trpgDiskRef) = 0;
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#endif
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virtual void Add(trpgToken) = 0;
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/* Child class method. Returns the buffer to an original state. */
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virtual void Reset(void) = 0;
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// See trpgMemWriteBuffer for details
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virtual void Begin(trpgToken) = 0;
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// See trpgMemWriteBuffer for details
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virtual void End(void) = 0;
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// See trpgMemWriteBuffer for details
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virtual void Push(void) = 0;
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// See trpgMemWriteBuffer for details
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virtual void Pop(void) = 0;
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// Some add functions are helpers for composite values that call the basic add functions
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virtual void Add(const trpg2iPoint &);
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virtual void Add(const trpg2dPoint &);
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virtual void Add(const trpg3dPoint &);
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virtual void Add(const trpgColor &);
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/* Endianness is something the child class buffer type must set and use.
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This function returns the endiannes of the current buffer. */
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virtual trpgEndian GetEndian(void) { return ness; }
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protected:
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// Target endianness of the buffer. This should be set by the subclass on creation.
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trpgEndian ness;
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// Endianness of the machine we're running on.
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trpgEndian cpuNess;
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};
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/* The Memory Write Buffer is an implementation of the Write Buffer that
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uses chunks of memory. It contains implementations of the all the virtual
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methods straight to memory. This is used primarily in writing archives and
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tiles.
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{group:Low Level I/O}
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*/
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TX_EXDECL class TX_CLDECL trpgMemWriteBuffer : public trpgWriteBuffer {
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public:
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/* The constructor takes an endianness for this buffer.
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Data will automatically be converted to that as it goes in. */
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trpgMemWriteBuffer(trpgEndian);
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virtual ~trpgMemWriteBuffer(void);
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// Return the current length of buffer
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virtual int length(void) const;
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// Return the raw data (if you want to write to disk, for example)
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virtual const char *getData(void) const;
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// Allocate the given amount of space for the buffer
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virtual void setLength(unsigned int);
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// Add a 32 bit integer to the buffer
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virtual void Add(int32);
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// Add a 64 bit integer to the buffer
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virtual void Add(int64);
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/* Add an arbitrary length string to the buffer.
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This writes both the length and the string itself.
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*/
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virtual void Add(const char *);
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// Add a 32 bit float to the buffer
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virtual void Add(float32);
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// Add a 64 bit float to the buffer
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virtual void Add(float64);
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#if (bool != int32)
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// Add a boolean value to the buffer. It will become at least one byte.
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virtual void Add(bool);
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#endif
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// Add an unsigned character to the buffer
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virtual void Add(uint8);
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#if (trpgDiskRef != int64)
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// Add a 64 bit disk reference to the buffer
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virtual void Add(trpgDiskRef);
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#endif
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// Add a token (16 bit) to the buffer
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virtual void Add(trpgToken);
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// Reset this buffer. This will set the current length to zero, but will not deallocate memory
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virtual void Reset(void);
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/* Start defining an tokenized object. The token is put into the buffer stream
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and the position of a size value following it is kept. When End() is called
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the buffer will rewind to that value and save the size. This method ensures
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that token data can be skipped if necessary. */
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virtual void Begin(trpgToken);
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/* This method is called at the end of a tokenized object. See Begin for details. */
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virtual void End(void);
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/* Adds the TRPG_PUSH token to the current buffer. This is done by objects
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that have children as they're being written. See Pop as well. */
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virtual void Push(void);
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/* Adds the TRPG_POP token to the current buffer. This is done by objects
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that have defined children. See Push. */
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virtual void Pop(void);
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protected:
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virtual void append(unsigned int,const char *);
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virtual void set(unsigned int pos,unsigned int len,const char *);
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int curLen;
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int totLen;
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char *data;
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std::vector<int> lengths;
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};
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/* This is a virtual base class for reading data from a device.
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The device implementation is left as an excercise to the sub class.
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This class contains methods for getting data that must be filled in
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as well as helper methods that call those.
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{group:Low Level I/O}
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*/
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TX_EXDECL class TX_CLDECL trpgReadBuffer {
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public:
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virtual ~trpgReadBuffer(void) { };
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/* The Get methods are utility routines that all call the GetData method.
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Only that method need be filled in by a subclass. */
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virtual bool Get(int32 &);
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virtual bool Get(int64 &);
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virtual bool Get(char *,int);
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virtual bool Get(float32 &);
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virtual bool Get(float64 &);
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#if (bool != int32)
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virtual bool Get(bool &);
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#endif
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virtual bool Get(uint8 &);
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#if (trpgDiskRef != int64)
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virtual bool Get(trpgDiskRef &);
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#endif
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virtual bool Get(trpgToken &);
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/* These methods return references to arrays of data of the given types.
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These are all utility routines and depend upon GetDataRef. */
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virtual bool GetArray(int,float32 **);
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virtual bool GetArray(int,float64 **);
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virtual bool GetArray(int,int32 **);
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virtual bool GetArray(int,trpgColor **);
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virtual bool GetArray(int,char **);
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virtual bool Get(trpg2iPoint &);
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virtual bool Get(trpg2dPoint &);
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virtual bool Get(trpg3dPoint &);
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virtual bool Get(trpgColor &);
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virtual bool GetToken(trpgToken &,int32 &);
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/* Force the buffer to only allow the next N bytes to be read.
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The limits are stack based. That is, this limit is the current one
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until it's popped off the stack. Then it reverts to the previous one.
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Any bytes read in the mean time count against all limits. */
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virtual void PushLimit(int);
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/* Revert to the limit before this one. Typically this would happen when
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a tokenized object has been read. */
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virtual void PopLimit(void);
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/* Skip to the end of the current limit. This is done by a parser when
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reading a tokenized object from the buffer to make sure that the next
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object can be safely read even if the current one wasn't. */
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virtual bool SkipToLimit(void);
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// Buffer is empty
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virtual bool isEmpty(void) = 0;
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protected:
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trpgEndian ness; // Endianness of the source we're reading
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trpgEndian cpuNess; // Endiannees of the CPU
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/* Virtual raw data retrieval function that must be implemented by a subclass.
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It must return a given number of bytes in the array passed in. */
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virtual bool GetData(char *,int)=0;
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/* Virtual raw data reference retrieval function. The difference between
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this method and GetData is that this is supposed to return a pointer
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to a given amount of bytes. This assumes some sort of memory caching
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mechanism in the subclass. */
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virtual bool GetDataRef(char **,int)=0;
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/* This virtual method must be filled in by the subclass so that SkipToLimit
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will work correctly. */
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virtual bool Skip(int) = 0;
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/* A utility function for subclasses to use to see if they would exceed an
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outside imposed limit by reading the given number of bytes. */
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virtual bool TestLimit(int);
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/* Utility function that must be called after a successfull read to update
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the outside imposed read limits. */
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virtual void UpdateLimits(int);
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std::vector<int> limits;
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};
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/* This class implements a read buffer that uses a chunk of memory.
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Typically, raw data will be dumped into this class, then it will be
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passed to a parser for object based reading.
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{group:Low Level I/O}
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*/
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TX_EXDECL class TX_CLDECL trpgMemReadBuffer : public trpgReadBuffer {
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public:
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// Memory read buffers must be initialized with an endianness
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trpgMemReadBuffer(trpgEndian);
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~trpgMemReadBuffer(void);
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// Return true if we're out of data
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bool isEmpty(void);
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// Sets the size of this read buffer.
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void SetLength(int);
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/* Return a pointer to the raw data cache for this object. Data will
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be dumped straight into here (from disk, for example) and then parsed
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by something that takes a trpgReadBuffer as input. */
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char *GetDataPtr(void);
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protected:
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bool GetData(char *,int); // Retrieve the given amount of data
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bool GetDataRef(char **,int); // Retrieve a pointer to the given array
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bool Skip(int); // Skip over the given amount
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int len; // Data Length
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int totLen; // Total allocated length
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int pos; // Current position
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char *data;
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};
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/* A Checkable is purely a base class used by other classes that
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need validity checks associated with them. By default, the
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checkable will return false for isValid unless the valid flag is set.
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*/
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TX_EXDECL class TX_CLDECL trpgCheckable {
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public:
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trpgCheckable(void);
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virtual ~trpgCheckable(void);
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// Returns the state of the valid flag, or can be overriden by a subclass to do a more complex check.
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bool isValid(void) const;
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protected:
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/* Set this flag to true if your checkable structure doesn't have a complex
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check it needs to do. */
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bool valid;
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};
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class trpgPrintBuffer;
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/* The Read/Writeable is a class that knows how to read itself from a trpgReadBuffer
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and write itself to a trpgWriteBuffer. This includes all the node and header
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data in TerraPage. These classes are intended as marshalling points for reading
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and writing data, not as data containers in and of themselves. If you find
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yourself keeping a lot of classes derived from trpgReadWriteable around, you're
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probably misusing them.
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The classes derived from this one will have a lot of methods that begin with
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"Set", "Get", and "Add". These will almost always return a bool value. This
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is used to indicate whether the given call succeeded. In the case of "Set" and "Add" calls
|
|
this should always work if it possibly can. An out of range index might make it
|
|
fail, for example. "Get" calls will always fail if the object you're getting from
|
|
is not valid. Be sure to do an isValid check as soon as you've read or filled out
|
|
one of these objects.
|
|
{group:Read/Write Classes}
|
|
*/
|
|
TX_EXDECL class TX_CLDECL trpgReadWriteable : public trpgCheckable {
|
|
public:
|
|
/* The Write method is a virtual that must be filled in by the subclass.
|
|
It takes a trpgWriteBuffer and should return true on success. */
|
|
virtual bool Write(trpgWriteBuffer &) = 0;
|
|
/* The Read method should be overriden by a subclass. It should read
|
|
the contents of the given trpgReadBuffer up to the current limit
|
|
into itself. It must return true on success. */
|
|
virtual bool Read(trpgReadBuffer &) { return false;};
|
|
/* Every read/writeable must be able to reset itself to a pristine state
|
|
so that, for example, multiple objects of the same type can be read into
|
|
it, one after the other. */
|
|
virtual void Reset(void) = 0;
|
|
/* The print method is optional. If it's not there, it won't do anything.
|
|
*/
|
|
virtual bool Print(trpgPrintBuffer &) const { return true; }
|
|
protected:
|
|
};
|
|
|
|
/* Pointer into a trpgwAppFile. The full name of the file
|
|
is based on the context (e.g. texture vs. tile)
|
|
{group:Archive Writing}
|
|
*/
|
|
TX_EXDECL class TX_CLDECL trpgwAppAddress {
|
|
public:
|
|
// Which file
|
|
int32 file;
|
|
// Offset within the file
|
|
// Note: This is not a 64 bit value
|
|
int32 offset;
|
|
};
|
|
|
|
/* Archive File.
|
|
This class represents an appendable file archive used for
|
|
consolidating tiles and textures.
|
|
{group:Archive Writing}
|
|
*/
|
|
TX_EXDECL class TX_CLDECL trpgwAppFile {
|
|
public:
|
|
trpgwAppFile(trpgEndian,const char *);
|
|
virtual ~trpgwAppFile(void);
|
|
virtual bool Append(const trpgMemWriteBuffer *,const trpgMemWriteBuffer *);
|
|
virtual bool Append(const char *,int size);
|
|
virtual int64 Pos(void) const;
|
|
virtual int GetLengthWritten();
|
|
|
|
bool isValid(void) const;
|
|
protected:
|
|
bool valid;
|
|
trpgEndian ness,cpuNess;
|
|
FILE *fp;
|
|
int lengthSoFar;
|
|
};
|
|
|
|
/* Archive File - Read version.
|
|
This class represents an appendable file archive from the
|
|
read perspective. This is the same type of file written by
|
|
trpgwAppFile.
|
|
*/
|
|
TX_EXDECL class TX_CLDECL trpgrAppFile {
|
|
public:
|
|
trpgrAppFile(trpgEndian,const char *);
|
|
virtual ~trpgrAppFile(void);
|
|
virtual bool Read(trpgMemReadBuffer *,int32 offset);
|
|
virtual bool Read(char *data,int32 offset,uint32 dataSize);
|
|
|
|
bool isValid(void) const;
|
|
protected:
|
|
bool valid;
|
|
trpgEndian ness,cpuNess;
|
|
FILE *fp;
|
|
};
|
|
|
|
/* Archive File Cache.
|
|
This class keeps
|
|
*/
|
|
TX_EXDECL class TX_CLDECL trpgrAppFileCache {
|
|
public:
|
|
trpgrAppFileCache(const char *prefix,const char *ext,int noFiles=32);
|
|
~trpgrAppFileCache(void);
|
|
trpgrAppFile *GetFile(trpgEndian ness,int id);
|
|
protected:
|
|
// Prefix name and extension
|
|
char baseName[1024],ext[20];
|
|
|
|
class OpenFile {
|
|
public:
|
|
OpenFile(void);
|
|
int id; // ID of open file
|
|
trpgrAppFile *afile;
|
|
int lastUsed; // When the file was last accessed
|
|
};
|
|
|
|
std::vector<OpenFile> files;
|
|
int timeCount; // Incremented for every access
|
|
};
|
|
|
|
#endif
|