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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
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#define LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
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// STD
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#include <cstring>
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#include <iostream>
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#include <string>
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// LOVE
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#include <common/Module.h>
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#include <common/config.h>
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#include <common/constants.h>
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// Module
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#include "File.h"
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#include "FileData.h"
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// For great CWD. (Current Working Directory)
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// Using this instead of boost::filesystem which totally
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// cramped our style.
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#ifdef LOVE_WINDOWS
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# include <direct.h>
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#else
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# include <sys/param.h>
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# include <unistd.h>
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#endif
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// In Windows, we would like to use "LOVE" as the
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// application folder, but in Linux, we like .love.
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#ifdef LOVE_WINDOWS
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# define LOVE_APPDATA_FOLDER "LOVE"
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# define LOVE_PATH_SEPARATOR "/"
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# define LOVE_MAX_PATH _MAX_PATH
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#else
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# define LOVE_APPDATA_FOLDER ".love"
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# define LOVE_PATH_SEPARATOR "/"
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# define LOVE_MAX_PATH MAXPATHLEN
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#endif
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namespace love
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{
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namespace filesystem
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{
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namespace physfs
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{
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class Filesystem : public Module
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{
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private:
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// Counts open files.
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int open_count;
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// Pointer used for file reads.
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char * buffer;
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// Buffer used for getcwd in Linux.
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char cwdbuffer[LOVE_MAX_PATH];
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// This name will be used to create the folder
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// in the appdata/userdata folder.
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std::string save_identity;
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// Full and relative paths of the game save folder.
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// (Relative to the %APPDATA% folder, meaning that the
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// relative string will look something like: ./LOVE/game)
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std::string save_path_relative, save_path_full;
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// The full path to the source of the game.
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std::string game_source;
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protected:
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public:
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Filesystem();
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~Filesystem();
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const char * getName() const;
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/**
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* This sets up the save directory. If the
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* it is already set up, nothing happens.
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* @return True on success, false otherwise.
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**/
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bool setupWriteDirectory();
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/**
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* Sets the name of the save folder.
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* @param ident The name of the game. Will be used to
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* to create the folder in the LOVE data folder.
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**/
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bool setIdentity(const char * ident);
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/**
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* Sets the path to the game source.
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* This can only be set once.
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* @param source Path to a directory or a .love-file.
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**/
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bool setSource(const char * source);
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/**
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* Creates a new file.
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**/
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File * newFile(const char* filename);
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/**
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* Creates a new FileData object. Data will be copied.
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* @param data Pointer to the data.
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* @param size The size of the data.
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* @param filename The full filename used to file type identification.
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**/
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FileData * newFileData(void * data, int size, const char * filename);
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/**
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* Gets the current working directory.
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**/
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const char * getWorkingDirectory();
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/**
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* Gets the user home directory.
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**/
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const char * getUserDirectory();
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/**
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* Gets the APPDATA directory. On Windows, this is the folder
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* in the %APPDATA% enviroment variable. On Linux, this is the
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* user home folder.
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**/
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const char * getAppdataDirectory();
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/**
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* Gets the full path of the save folder.
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**/
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const char * getSaveDirectory();
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/**
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* Checks whether a file exists in the current search path
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* or not.
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* @param file The filename to check.
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**/
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bool exists(const char * file);
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/**
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* Checks if an existing file really is a directory.
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* @param file The filename to check.
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**/
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bool isDirectory(const char * file);
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/**
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* Checks if an existing file really is a file,
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* and not a directory.
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* @param file The filename to check.
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**/
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bool isFile(const char * file);
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/**
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* Creates a directory. Write dir must be set.
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* @param file The directory to create.
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**/
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bool mkdir(const char * file);
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/**
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* Removes a file (or directory).
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* @param file The file or directory to remove.
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**/
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bool remove(const char * file);
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/**
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* Opens a file for reading or writing. (Depends
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* on the mode chosen at the time of creation).
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* @param file The file to open.
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* @param mode The mode to open the file in.
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**/
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bool open(File * file, File::Mode mode);
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/**
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* Closes a file.
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* @param file The file to close.
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**/
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bool close(File * file);
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/**
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* Reads count bytes from an open file.
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* The first parameter is either a File or
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* a string. An optional second parameter specified the
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* max number of bytes to read.
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**/
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int read(lua_State * L);
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/**
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* Write the bytes in data to the file. File
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* must be opened for write.
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* The first parameter is either a File or
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* a string.
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**/
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int write(lua_State * L);
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/**
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* Check if end-of-file is reached.
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* @return True if EOF, false otherwise.
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**/
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bool eof(File * file);
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/**
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* Gets the current position in a file.
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* @param file An open File.
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**/
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int tell(File * file);
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/**
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* Seek to a position within a file.
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* @param pos The position to seek to.
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**/
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bool seek(File * file, int pos);
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/**
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* This "native" method returns a table of all
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* files in a given directory.
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**/
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int enumerate(lua_State * L);
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/**
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* Returns an iterator which iterates over
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* lines in files.
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**/
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int lines(lua_State * L);
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/**
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* The line iterator function.
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**/
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static int lines_i(lua_State * L);
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/**
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* Loads a file without running it. The loaded
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* chunk is returned as a function.
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* @param filename The filename of the file to load.
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* @return A function.
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**/
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int load(lua_State * L);
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}; // Filesystem
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} // physfs
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} // filesystem
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} // love
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#endif // LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H
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