Scythe
SCYTHE is a lightweight, C#-based game engine focused on modifiability and rapid iteration using Raylib.
Integrate PhysFS with raylib to load images, audio, and fonts, from .zip files.
git clone https://github.com/RobLoach/raylib-physfs.gitRobLoach/raylib-physfsLoad raylib images, sounds, music, fonts and shaders from data archives, like .zip files, through PhysicsFS.
SetPhysFSCallbacks()GetPrefDirectory()physfs_platform_raylib.cThis is a header-only library. To use it, you have to do two things...
RAYLIB_PHYSFS_IMPLEMENTATION in one .c source file before including raylib-physfs.hThe below example will initialize PhysFS, mount a .zip file, and then load an Image directly from the .zip.
#define RAYLIB_PHYSFS_IMPLEMENTATION
#include "raylib-physfs.h"
int main() {
// Initiatize the file system.
InitPhysFS();
// Mount a directory or archive into a given namespace.
MountPhysFS("assets.zip", "assets");
// Load an image through PhysFS directly from assets.zip.
Image dog = LoadImageFromPhysFS("assets/dog.png");
UnloadImage(dog);
// Close the file system.
ClosePhysFS();
}
bool InitPhysFS(); // Initialize the PhysFS file system bool InitPhysFSEx(const char* newDir, const char* mountPoint); // Initialize the PhysFS file system with a mount point. bool ClosePhysFS(); // Close the PhysFS file system bool IsPhysFSReady(); // Check if PhysFS has been initialized successfully bool MountPhysFS(const char* newDir, const char* mountPoint); // Mount the given directory or archive as a mount point bool MountPhysFSFromMemory(const unsigned char *fileData, int dataSize, const char* newDir, const char* mountPoint); // Mount the given file data as a mount point bool UnmountPhysFS(const char* oldDir); // Unmounts the given directory bool FileExistsInPhysFS(const char* fileName); // Check if the given file exists in PhysFS bool DirectoryExistsInPhysFS(const char* dirPath); // Check if the given directory exists in PhysFS unsigned char* LoadFileDataFromPhysFS(const char* fileName, int* bytesRead); // Load a data buffer from PhysFS (memory should be freed) char* LoadFileTextFromPhysFS(const char* fileName); // Load text from a file (memory should be freed) bool SetPhysFSWriteDirectory(const char* newDir); // Set the base directory where PhysFS should write files to (defaults to the current working directory) bool SaveFileDataToPhysFS(const char* fileName, void* data, int bytesToWrite); // Save the given file data in PhysFS bool SaveFileTextToPhysFS(const char* fileName, char* text); // Save the given file text in PhysFS FilePathList LoadDirectoryFilesFromPhysFS(const char* dirPath); // Get filenames in a directory path (memory should be freed) FilePathList LoadDirectoryFilesFromPhysFSEx(const char *basePath, const char *filter, bool scanSubdirs); // Get directory filepaths with filtering and optional recursive scan (memory should be freed) long GetFileModTimeFromPhysFS(const char* fileName); // Get file modification time (last write time) from PhysFS Image LoadImageFromPhysFS(const char* fileName); // Load an image from PhysFS Texture2D LoadTextureFromPhysFS(const char* fileName); // Load a texture from PhysFS Wave LoadWaveFromPhysFS(const char* fileName); // Load wave data from PhysFS Sound LoadSoundFromPhysFS(const char* fileName); // Load a sound from PhysFS Music LoadMusicStreamFromPhysFS(const char* fileName); // Load music data from PhysFS Font LoadFontFromPhysFS(const char* fileName, int fontSize, int *fontChars, int charsCount); // Load a font from PhysFS Shader LoadShaderFromPhysFS(const char* vsFileName, const char* fsFileName); // Load shader from PhysFS void SetPhysFSCallbacks(); // Set the raylib file loader/saver callbacks to use PhysFS const char* GetPrefDirectory(const char *organization, const char *application); // Get the user's current config directory for the application.
physfs_platform_raylib.c implements the PhysFS platform abstraction layer using raylib's own file API (LoadFileData, SaveFileData, etc.). This is useful on platforms where raylib provides a custom file I/O layer.
Enable it with the RAYLIB_PHYSFS_PLATFORM_RAYLIB CMake option:
cmake -B build -DRAYLIB_PHYSFS_PLATFORM_RAYLIB=ON
Or define PHYSFS_PLATFORM_RAYLIB before including the implementation:
#define PHYSFS_PLATFORM_RAYLIB #define RAYLIB_PHYSFS_IMPLEMENTATION #include "raylib-physfs.h"
Have a look at Cmake config to see how to define different things that change the behavior of physfs, raylib, and raylib-physfs.
To build the examples locally, and run tests, use cmake.
git clone https://github.com/RobLoach/raylib-physfs.git cd raylib-physfs mkdir build cd build cmake .. make make test cd examples ./textures_image_loading
While physfs is great, there are alternative file systems available...
raylib-physfs is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check LICENSE for further details.
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