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WinResFS.h
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62 lines (53 loc) · 2.77 KB
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include "common/ShaderBlob.h"
#include "VirtualFS.h"
namespace KickstartRT::VirtualFS
{
/*
File system interface for Windows module (EXE or DLL) resources.
Automatically included into the builds for WIN32.
Supports enumerating and reading resources of a given type, "BINARY" by default.
Resource names are case insensitive, and all resource names are stored in the
modules in uppercase, and reported by enumerate(...) also in uppercase.
To add a resource to the application, use a .rc file, with lines like this one:
resource_name BINARY "real_file_path"
The <resource_name> part is interpreted by this interface as a virtual file path,
and it can include slashes. The <real_file_path> part is path to the actual file to
be embedded, and it should be enclosed in quotes.
*/
class WinResFileSystem : public IFileSystem
{
private:
const void* m_hModule;
std::wstring m_Type;
std::vector<std::wstring> m_ResourceNames;
public:
WinResFileSystem(const void* hModule = nullptr, const wchar_t* type = L"BINARY");
virtual bool folderExists(const std::filesystem::path& name) override;
virtual bool fileExists(const std::filesystem::path& name) override;
virtual std::shared_ptr<ShaderBlob::IBlob> readFile(const std::filesystem::path& name) override;
virtual bool writeFile(const std::filesystem::path& name, const void* data, size_t size) override;
virtual bool enumerate(const std::filesystem::path& pattern, bool directories, std::vector<std::wstring>& results) override;
};
}