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Zip Utils - clean, elegant, simple, C++/Win32By ljw1004Adding zip/unzip easily, no LIBS or DLLs, with an elegant and powerful API. |
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This source code shows how to add zip/unzip functionality to your programs. Lots of people have written their own wrappers around Zip, and indeed there are several articles on CodeProject that are based on earlier versions of my own code. How is this version different?
#defines, or worry about compatibility of any LIB/DLL.
At its core, my code uses zlib and info-zip. See article end for acknowledgements.
To add Zip functionality to your code, add the file zip.cpp to your project, and #include "zip.h" to your source code.
Similarly for unzipping, add the file unzip.cpp to the project and #include "unzip.h" to your source code. Zip and unzip can co-exist happily in a single application. Or you can omit one or the other if you're trying to save space.
The following code snippets show how to use zip/unzip. They are taken from one of the demo applications included in the download. It also has project files for Visual Studio .NET and Borland C++ Builder6 and Embedded Visual C++ 3. The code snippets here use ASCII. But the functions all take arguments of type TCHAR* rather than char*, so you can use it fine under Unicode.
// We place the file "simple.bmp" inside, but inside // the zipfile it will actually be called "znsimple.bmp". // Similarly the textfile. HZIP hz = CreateZip("simple1.zip",0); ZipAdd(hz,"znsimple.bmp", "simple.bmp"); ZipAdd(hz,"znsimple.txt", "simple.txt"); CloseZip(hz);
HZIP hz = OpenZip("\\simple1.zip",0); ZIPENTRY ze; GetZipItem(hz,-1,&ze); int numitems=ze.index; // -1 gives overall information about the zipfile for (int zi=0; zi<numitems; zi++) { ZIPENTRY ze; GetZipItem(hz,zi,&ze); // fetch individual details UnzipItem(hz, zi, ze.name); // e.g. the item's name. } CloseZip(hz);
This technique is useful for small games, where you want to keep all resources bundled up inside the executable, but restricting the size.
Suppose we used a .rc with 1 RCDATA "file.zip" to embed the Zip file as a resource.
HRSRC hrsrc = FindResource(hInstance,MAKEINTRESOURCE(1),RT_RCDATA); HANDLE hglob = LoadResource(hInstance,hrsrc); void *zipbuf = LockResource(hglob); unsigned int ziplen = SizeofResource(hInstance,hrsrc); hz = OpenZip(zipbuf, ziplen, 0); ZIPENTRY ze; int i; FindZipItem(hz,"sample.jpg",true,&i,&ze); // that lets us search for an item by filename. // Now we unzip it to a membuffer. char *ibuf = new char[ze.unc_size]; UnzipItem(hz,i, ibuf, ze.unc_size); ... delete[] ibuf; CloseZip(hz); // note: no need to free resources obtained through Find/Load/LockResource
Normally when you call UnzipItem(...), it gives the return-code ZR_OK. But if you gave it too small a buffer so that it couldn't fit it all in, then it returns ZR_MORE.
char buf[1024]; ZRESULT zr=ZR_MORE; unsigned long totsize=0; while (zr==ZR_MORE) { zr = UnzipItem(hz,i, buf,1024); unsigned long bufsize=1024; if (zr==ZR_OK) bufsize=ze.unc_size-totsize; ... maybe write the buffer to a disk file here totsize+=bufsize; }
STRICT? I think you should always compile with STRICT (in project-settings/preprocessor/defines), and full warnings turned on. Without STRICT, the HZIP handle becomes interchangeable with all other handles.
How to show a progress dialog? One of the included examples, "progress", shows how to do this.
How to add/remove files from an existing Zip file? The zip_utils currently only allows you to OpenZip() for unzipping, or CreateZip() for adding, but don't allow you to mix the two. To modify an existing Zip (e.g.: adding or removing a file), you need to create a new Zip and copy all the existing items from the old into the new. One of the included examples, "modify", shows how to do this. It defines two functions:
ZRESULT RemoveFileFromZip(const TCHAR *zip, const TCHAR *name); ZRESULT AddFileToZip(const TCHAR *zip, const TCHAR *name, const TCHAR *fn); // eg. AddFileToZip("c:\\archive.zip","znsimple.txt","c:\\docs\\file.txt"); // If the zipfile already contained that thing (case-insensitive), it is removed. // These two functions are defined in "modify.cpp"
"fatal error C1010: unexpected end of file while looking for precompiled header directive". To fix this, select zip.cpp and unzip.cpp and change Project > Settings > C++ > PrecompiledHeaders to NotUsingPrecompiledHeaders.
Efrat says: "I think the design is very bad", and so objects when I say that my API is clean and others are not. (Actually, he says my documentation is the most conceited he's seen and my design is the worst that he's seen!) I've reproduced his comments here, with my responses, so you can make a more informed decision whether to use my library.
[Response] I love the boost library. If people can figure out how to add it to their projects and zip/unzip with it, they should definitely use boost rather than my code. (I'm still trying to figure it out, though, and couldn't get it to compile under CE.)
[Response] I'm trying not to be OOP.
[Response] To get progress, you invoke UnzipItem in a while loop, and each iteration unzips a little bit more of the file. This is clean, re-entrant, and has a simple API. I think this is an easier API than inheriting from a class. I think inheritance from library classes is bad, in general.
[Response] I disagree. DLLs are always pain, for developers as well as users. Unzip only adds 40K in any case.
[Response] This was intentional. The difference between zipping and unzipping is a current implementation drawback. I think an API should be clean, "inspirational", and you shouldn't encode current implementation limitations into the type system.
[Response] I think exceptions are not welcomed anywhere nearly as widely as Efrat suggests. Also, they don't work cleanly across DLL boundaries, and they don't work on Pocket PC.
[Response] The original Zip uses FILE*s, which are effectively the same as Windows pipes. I also provided memory-buffers which add an enormous amount of flexibility that's easy to use and requires no additional programming. For any user who needs sources and targets which can't be reached via a memory buffer, they shouldn't use these zip_utils.
[Response] In the olden days before STL, "cross-platform" code inevitably meant:
#ifdefs that you couldn't read it,
I started from an old code-base, and so Efrat's proposed bottom-up rewrite was not possible. The advantage this code offers over zlib is that it's just a single file to add to your project, it works first time under Windows, you can add it easily as a CPP module to your project (not just dll/lib), and the API is simpler.
In general, Efrat wants code to be a clean extensible framework. I don't; I want small compact code that works fine as it is. Furthermore, I think that "framework-isation" is the biggest source of bugs and code overruns in the industry.
This version of article was updated on 28th July 2005. Many thanks to the readers at CodeProject who found bugs and contributed fixes to an earlier version. There was one terrible bug where, after a large file had been unzipped, the next one might not work. Alvin77 spotted this bug.
My work is a repackaged form of extracts from the zlib code available at www.gzip.org by Jean-Loup Gailly and Mark Adler and others. Also from the info-zip source code at www.info-zip.org. Plus a bunch of my own changes. The original source code can be found at the two mentioned websites. Also the original copyright notices can be found there, and also inside the files zip.cpp and unzip.cpp of my code.
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Last Updated: 1 Aug 2005 Editor: Smitha Vijayan |
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