/**************************************************************************/
/*  zip_io.h                                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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:                                              */
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/* 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,        */
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/**************************************************************************/

#pragma once

#include "core/io/file_access.h"

// Not directly used in this header, but assumed available in downstream users
// like platform/*/export/export.cpp. Could be fixed, but probably better to have
// thirdparty includes in as little headers as possible.
#include "thirdparty/minizip/unzip.h"
#include "thirdparty/minizip/zip.h"

// Get the current file info and safely convert the full filepath to a String.
int godot_unzip_get_current_file_info(unzFile p_zip_file, unz_file_info64 &r_file_info, String &r_filepath);
// Try to locate the file in the archive specified by the filepath (works with large paths and Unicode).
int godot_unzip_locate_file(unzFile p_zip_file, const String &p_filepath, bool p_case_sensitive = true);

//

void *zipio_open(voidpf opaque, const char *p_fname, int mode);
uLong zipio_read(voidpf opaque, voidpf stream, void *buf, uLong size);
uLong zipio_write(voidpf opaque, voidpf stream, const void *buf, uLong size);

long zipio_tell(voidpf opaque, voidpf stream);
long zipio_seek(voidpf opaque, voidpf stream, uLong offset, int origin);

int zipio_close(voidpf opaque, voidpf stream);

int zipio_testerror(voidpf opaque, voidpf stream);

voidpf zipio_alloc(voidpf opaque, uInt items, uInt size);
void zipio_free(voidpf opaque, voidpf address);

zlib_filefunc_def zipio_create_io(Ref<FileAccess> *p_data);
