CRLF to LF

This commit is contained in:
Bart van Strien
2012-07-04 14:40:24 +02:00
parent a970f1df97
commit 7793e7f02f
414 changed files with 94042 additions and 94042 deletions
+297 -297
View File
@@ -1,297 +1,297 @@
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
#define LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
// STD
#include <cstdlib>
#include <cstring>
#include <iostream>
#include <string>
// LOVE
#include "common/Module.h"
#include "common/config.h"
#include "common/int.h"
#include "filesystem/FileData.h"
#include "File.h"
// For great CWD. (Current Working Directory)
// Using this instead of boost::filesystem which totally
// cramped our style.
#ifdef LOVE_WINDOWS
# include <windows.h>
# include <direct.h>
#else
# include <sys/param.h>
# include <unistd.h>
#endif
// In Windows, we would like to use "LOVE" as the
// application folder, but in Linux, we like .love.
#define LOVE_APPDATA_PREFIX ""
#ifdef LOVE_WINDOWS
# define LOVE_APPDATA_FOLDER "LOVE"
# define LOVE_PATH_SEPARATOR "/"
# define LOVE_MAX_PATH _MAX_PATH
#else
# ifdef LOVE_MACOSX
# define LOVE_APPDATA_FOLDER "LOVE"
# elif defined(LOVE_LINUX)
# define LOVE_APPDATA_FOLDER "love"
# else
# define LOVE_APPDATA_PREFIX "."
# define LOVE_APPDATA_FOLDER "love"
# endif
# define LOVE_PATH_SEPARATOR "/"
# define LOVE_MAX_PATH MAXPATHLEN
#endif
namespace love
{
namespace filesystem
{
namespace physfs
{
class Filesystem : public Module
{
private:
// Counts open files.
int open_count;
// Pointer used for file reads.
char *buffer;
// Contains the current working directory (UTF8).
std::string cwd;
// %APPDATA% on Windows.
std::string appdata;
// This name will be used to create the folder
// in the appdata/userdata folder.
std::string save_identity;
// Full and relative paths of the game save folder.
// (Relative to the %APPDATA% folder, meaning that the
// relative string will look something like: ./LOVE/game)
std::string save_path_relative, save_path_full;
// The full path to the source of the game.
std::string game_source;
// Workaround for machines without PhysFS 2.0
bool isInited;
// Allow saving outside of the LOVE_APPDATA_FOLDER
// for release 'builds'
bool release;
bool releaseSet;
protected:
public:
Filesystem();
~Filesystem();
const char *getName() const;
void init(const char *arg0);
void setRelease(bool release);
bool isRelease() const;
/**
* This sets up the save directory. If the
* it is already set up, nothing happens.
* @return True on success, false otherwise.
**/
bool setupWriteDirectory();
/**
* Sets the name of the save folder.
* @param ident The name of the game. Will be used to
* to create the folder in the LOVE data folder.
**/
bool setIdentity(const char *ident);
const char *getIdentity() const;
/**
* Sets the path to the game source.
* This can only be set once.
* @param source Path to a directory or a .love-file.
**/
bool setSource(const char *source);
/**
* Creates a new file.
**/
File *newFile(const char *filename);
/**
* Creates a new FileData object. Data will be copied.
* @param data Pointer to the data.
* @param size The size of the data.
* @param filename The full filename used to file type identification.
**/
FileData *newFileData(void *data, unsigned int size, const char *filename);
/**
* Creates a new FileData object from base64 data.
* @param b64 The base64 data.
**/
FileData *newFileData(const char *b64, const char *filename);
/**
* Gets the current working directory.
**/
const char *getWorkingDirectory();
/**
* Gets the user home directory.
**/
const char *getUserDirectory();
/**
* Gets the APPDATA directory. On Windows, this is the folder
* in the %APPDATA% enviroment variable. On Linux, this is the
* user home folder.
**/
const char *getAppdataDirectory();
/**
* Gets the full path of the save folder.
**/
const char *getSaveDirectory();
/**
* Checks whether a file exists in the current search path
* or not.
* @param file The filename to check.
**/
bool exists(const char *file);
/**
* Checks if an existing file really is a directory.
* @param file The filename to check.
**/
bool isDirectory(const char *file);
/**
* Checks if an existing file really is a file,
* and not a directory.
* @param file The filename to check.
**/
bool isFile(const char *file);
/**
* Creates a directory. Write dir must be set.
* @param file The directory to create.
**/
bool mkdir(const char *file);
/**
* Removes a file (or directory).
* @param file The file or directory to remove.
**/
bool remove(const char *file);
/**
* Opens a file for reading or writing. (Depends
* on the mode chosen at the time of creation).
* @param file The file to open.
* @param mode The mode to open the file in.
**/
bool open(File *file, File::Mode mode);
/**
* Closes a file.
* @param file The file to close.
**/
bool close(File *file);
/**
* Reads count bytes from an open file.
* The first parameter is either a File or
* a string. An optional second parameter specified the
* max number of bytes to read.
**/
int read(lua_State *L);
/**
* Write the bytes in data to the file. File
* must be opened for write.
* The first parameter is either a File or
* a string.
**/
int write(lua_State *L);
/**
* Check if end-of-file is reached.
* @return True if EOF, false otherwise.
**/
bool eof(File *file);
/**
* Gets the current position in a file.
* @param file An open File.
**/
int tell(File *file);
/**
* Seek to a position within a file.
* @param pos The position to seek to.
**/
bool seek(File *file, uint64 pos);
/**
* This "native" method returns a table of all
* files in a given directory.
**/
int enumerate(lua_State *L);
/**
* Loads a file without running it. The loaded
* chunk is returned as a function.
* @param filename The filename of the file to load.
* @return A function.
**/
int load(lua_State *L);
int getLastModified(lua_State *L);
/**
* Text file line-reading iterator function used and
* pushed on the Lua stack by love.filesystem.lines
* and File:lines.
**/
static int lines_i(lua_State *L);
}; // Filesystem
} // physfs
} // filesystem
} // love
#endif // LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
#define LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
// STD
#include <cstdlib>
#include <cstring>
#include <iostream>
#include <string>
// LOVE
#include "common/Module.h"
#include "common/config.h"
#include "common/int.h"
#include "filesystem/FileData.h"
#include "File.h"
// For great CWD. (Current Working Directory)
// Using this instead of boost::filesystem which totally
// cramped our style.
#ifdef LOVE_WINDOWS
# include <windows.h>
# include <direct.h>
#else
# include <sys/param.h>
# include <unistd.h>
#endif
// In Windows, we would like to use "LOVE" as the
// application folder, but in Linux, we like .love.
#define LOVE_APPDATA_PREFIX ""
#ifdef LOVE_WINDOWS
# define LOVE_APPDATA_FOLDER "LOVE"
# define LOVE_PATH_SEPARATOR "/"
# define LOVE_MAX_PATH _MAX_PATH
#else
# ifdef LOVE_MACOSX
# define LOVE_APPDATA_FOLDER "LOVE"
# elif defined(LOVE_LINUX)
# define LOVE_APPDATA_FOLDER "love"
# else
# define LOVE_APPDATA_PREFIX "."
# define LOVE_APPDATA_FOLDER "love"
# endif
# define LOVE_PATH_SEPARATOR "/"
# define LOVE_MAX_PATH MAXPATHLEN
#endif
namespace love
{
namespace filesystem
{
namespace physfs
{
class Filesystem : public Module
{
private:
// Counts open files.
int open_count;
// Pointer used for file reads.
char *buffer;
// Contains the current working directory (UTF8).
std::string cwd;
// %APPDATA% on Windows.
std::string appdata;
// This name will be used to create the folder
// in the appdata/userdata folder.
std::string save_identity;
// Full and relative paths of the game save folder.
// (Relative to the %APPDATA% folder, meaning that the
// relative string will look something like: ./LOVE/game)
std::string save_path_relative, save_path_full;
// The full path to the source of the game.
std::string game_source;
// Workaround for machines without PhysFS 2.0
bool isInited;
// Allow saving outside of the LOVE_APPDATA_FOLDER
// for release 'builds'
bool release;
bool releaseSet;
protected:
public:
Filesystem();
~Filesystem();
const char *getName() const;
void init(const char *arg0);
void setRelease(bool release);
bool isRelease() const;
/**
* This sets up the save directory. If the
* it is already set up, nothing happens.
* @return True on success, false otherwise.
**/
bool setupWriteDirectory();
/**
* Sets the name of the save folder.
* @param ident The name of the game. Will be used to
* to create the folder in the LOVE data folder.
**/
bool setIdentity(const char *ident);
const char *getIdentity() const;
/**
* Sets the path to the game source.
* This can only be set once.
* @param source Path to a directory or a .love-file.
**/
bool setSource(const char *source);
/**
* Creates a new file.
**/
File *newFile(const char *filename);
/**
* Creates a new FileData object. Data will be copied.
* @param data Pointer to the data.
* @param size The size of the data.
* @param filename The full filename used to file type identification.
**/
FileData *newFileData(void *data, unsigned int size, const char *filename);
/**
* Creates a new FileData object from base64 data.
* @param b64 The base64 data.
**/
FileData *newFileData(const char *b64, const char *filename);
/**
* Gets the current working directory.
**/
const char *getWorkingDirectory();
/**
* Gets the user home directory.
**/
const char *getUserDirectory();
/**
* Gets the APPDATA directory. On Windows, this is the folder
* in the %APPDATA% enviroment variable. On Linux, this is the
* user home folder.
**/
const char *getAppdataDirectory();
/**
* Gets the full path of the save folder.
**/
const char *getSaveDirectory();
/**
* Checks whether a file exists in the current search path
* or not.
* @param file The filename to check.
**/
bool exists(const char *file);
/**
* Checks if an existing file really is a directory.
* @param file The filename to check.
**/
bool isDirectory(const char *file);
/**
* Checks if an existing file really is a file,
* and not a directory.
* @param file The filename to check.
**/
bool isFile(const char *file);
/**
* Creates a directory. Write dir must be set.
* @param file The directory to create.
**/
bool mkdir(const char *file);
/**
* Removes a file (or directory).
* @param file The file or directory to remove.
**/
bool remove(const char *file);
/**
* Opens a file for reading or writing. (Depends
* on the mode chosen at the time of creation).
* @param file The file to open.
* @param mode The mode to open the file in.
**/
bool open(File *file, File::Mode mode);
/**
* Closes a file.
* @param file The file to close.
**/
bool close(File *file);
/**
* Reads count bytes from an open file.
* The first parameter is either a File or
* a string. An optional second parameter specified the
* max number of bytes to read.
**/
int read(lua_State *L);
/**
* Write the bytes in data to the file. File
* must be opened for write.
* The first parameter is either a File or
* a string.
**/
int write(lua_State *L);
/**
* Check if end-of-file is reached.
* @return True if EOF, false otherwise.
**/
bool eof(File *file);
/**
* Gets the current position in a file.
* @param file An open File.
**/
int tell(File *file);
/**
* Seek to a position within a file.
* @param pos The position to seek to.
**/
bool seek(File *file, uint64 pos);
/**
* This "native" method returns a table of all
* files in a given directory.
**/
int enumerate(lua_State *L);
/**
* Loads a file without running it. The loaded
* chunk is returned as a function.
* @param filename The filename of the file to load.
* @return A function.
**/
int load(lua_State *L);
int getLastModified(lua_State *L);
/**
* Text file line-reading iterator function used and
* pushed on the Lua stack by love.filesystem.lines
* and File:lines.
**/
static int lines_i(lua_State *L);
}; // Filesystem
} // physfs
} // filesystem
} // love
#endif // LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H