Integrate PhysFS with raylib to load images, audio, and fonts, from .zip files.
https://github.com/RobLoach/raylib-physfs.git
Load raylib images, sounds, music, fonts and shaders from data archives, like .zip files, through PhysicsFS.
SetPhysFSCallbacks()GetPerfDirectory()This 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.
`` c
#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");
// Close the file system.
ClosePhysFS();
}
%%CODEBLOCK0%% c
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, unsigned 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, unsigned 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)
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
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* GetPerfDirectory(const char *organization, const char *application); // Get the user's current config directory for the application.
%%CODEBLOCK1%% bash
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.