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https://github.com/love2d/love.git
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5b4ef23772
--HG-- branch : minor
308 lines
7.7 KiB
C++
308 lines
7.7 KiB
C++
/**
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* Copyright (c) 2006-2014 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 <cstdlib>
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#include <cstring>
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#include <iostream>
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#include <string>
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#include <vector>
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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/int.h"
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#include "common/runtime.h"
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#include "filesystem/FileData.h"
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#include "File.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 <windows.h>
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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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#define LOVE_APPDATA_PREFIX ""
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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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# ifdef LOVE_MACOSX
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# define LOVE_APPDATA_FOLDER "LOVE"
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# elif defined(LOVE_LINUX)
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# define LOVE_APPDATA_FOLDER "love"
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# else
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# define LOVE_APPDATA_PREFIX "."
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# define LOVE_APPDATA_FOLDER "love"
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# endif
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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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public:
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Filesystem();
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virtual ~Filesystem();
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// Implements Module.
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virtual ModuleType getModuleType() const { return M_FILESYSTEM; }
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const char *getName() const;
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void init(const char *arg0);
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void setFused(bool fused);
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bool isFused() 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, bool appendToPath = false);
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const char *getIdentity() const;
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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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* Gets the path to the game source.
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* Returns a 0-length string if the source has not been set.
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**/
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const char *getSource() const;
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bool mount(const char *archive, const char *mountpoint, bool appendToPath = false);
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bool unmount(const char *archive);
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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) const;
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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, unsigned int size, const char *filename) const;
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/**
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* Creates a new FileData object from base64 data.
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* @param b64 The base64 data.
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**/
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FileData *newFileData(const char *b64, const char *filename) const;
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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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std::string 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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std::string 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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* Gets the full path to the directory containing the game source.
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* For example if the game source is C:\Games\mygame.love, this will return
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* C:\Games.
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**/
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std::string getSourceBaseDirectory() const;
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/**
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* Gets the real directory path containing the file.
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**/
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std::string getRealDirectory(const char *filename) const;
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/**
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* Checks if a path is a directory.
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* @param dir The directory name to check.
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**/
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bool isDirectory(const char *dir) const;
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/**
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* Checks if a filename exists.
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* @param file The filename to check.
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**/
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bool isFile(const char *file) const;
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/**
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* Creates a directory. Write dir must be set.
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* @param dir The directory to create.
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**/
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bool createDirectory(const char *dir);
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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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* Reads data from a file.
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* @param filename The name of the file to read from.
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* @param size The size in bytes of the data to read.
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**/
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Data *read(const char *filename, int64 size = File::ALL) const;
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/**
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* Write data to a file.
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* @param filename The name of the file to write to.
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* @param data The data to write.
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* @param size The size in bytes of the data to write.
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**/
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void write(const char *filename, const void *data, int64 size) const;
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/**
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* Append data to a file, creating it if it doesn't exist.
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* @param filename The name of the file to write to.
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* @param data The data to append.
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* @param size The size in bytes of the data to append.
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**/
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void append(const char *filename, const void *data, int64 size) const;
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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 getDirectoryItems(lua_State *L);
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/**
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* Gets the last modification time of a file, in seconds
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* since the Unix epoch.
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* @param filename The name of the file.
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**/
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int64 getLastModified(const char *filename) const;
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/**
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* Gets the size of a file in bytes.
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* @param filename The name of the file.
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**/
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int64 getSize(const char *filename) const;
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/**
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* Enable or disable symbolic link support in love.filesystem.
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**/
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void setSymlinksEnabled(bool enable);
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/**
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* Gets whether symbolic link support is enabled.
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**/
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bool areSymlinksEnabled() const;
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/**
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* Gets whether a filepath is actually a symlink.
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* Always returns false if symlinks are not enabled.
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**/
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bool isSymlink(const char *filename) const;
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/**
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* Text file line-reading iterator function used and
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* pushed on the Lua stack by love.filesystem.lines
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* and File:lines.
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**/
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static int lines_i(lua_State *L);
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// Require path accessors
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// Not const because it's R/W
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std::vector<std::string> &getRequirePath();
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private:
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// Contains the current working directory (UTF8).
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std::string cwd;
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// %APPDATA% on Windows.
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std::string appdata;
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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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// Workaround for machines without PhysFS 2.0
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bool initialized;
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// Allow saving outside of the LOVE_APPDATA_FOLDER
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// for release 'builds'
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bool fused;
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bool fusedSet;
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// Search path for require
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std::vector<std::string> requirePath;
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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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