godot/core/io/compression.cpp

/**************************************************************************/
/*  compression.cpp                                                       */
/**************************************************************************/
/*                         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:                                              */
/*                                                                        */
/* 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.                 */
/**************************************************************************/

#include "compression.h"

#include "core/config/project_settings.h"
#include "core/io/zip_io.h"

#include "thirdparty/misc/fastlz.h"

#include <zlib.h>
#include <zstd.h>

#ifdef BROTLI_ENABLED
#include <brotli/decode.h>
#endif

int Compression::compress(uint8_t *p_dst, const uint8_t *p_src, int p_src_size, Mode p_mode) {}

int Compression::get_max_compressed_buffer_size(int p_src_size, Mode p_mode) {}

int Compression::decompress(uint8_t *p_dst, int p_dst_max_size, const uint8_t *p_src, int p_src_size, Mode p_mode) {}

/**
	This will handle both Gzip and Deflate streams. It will automatically allocate the output buffer into the provided p_dst_vect Vector.
	This is required for compressed data whose final uncompressed size is unknown, as is the case for HTTP response bodies.
	This is much slower however than using Compression::decompress because it may result in multiple full copies of the output buffer.
*/
int Compression::decompress_dynamic(Vector<uint8_t> *p_dst_vect, int p_max_dst_size, const uint8_t *p_src, int p_src_size, Mode p_mode) {}

int Compression::zlib_level =;
int Compression::gzip_level =;
int Compression::zstd_level =;
bool Compression::zstd_long_distance_matching =;
int Compression::zstd_window_log_size =; // ZSTD_WINDOWLOG_LIMIT_DEFAULT
int Compression::gzip_chunk =;