Files
love/src/modules/filesystem/physfs/Filesystem.h
T
Bart van Strien 5b4ef23772 Move require path into filesystem module
--HG--
branch : minor
2014-09-05 07:57:42 +02:00

308 lines
7.7 KiB
C++

/**
* Copyright (c) 2006-2014 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>
#include <vector>
// LOVE
#include "common/Module.h"
#include "common/config.h"
#include "common/int.h"
#include "common/runtime.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
{
public:
Filesystem();
virtual ~Filesystem();
// Implements Module.
virtual ModuleType getModuleType() const { return M_FILESYSTEM; }
const char *getName() const;
void init(const char *arg0);
void setFused(bool fused);
bool isFused() 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, bool appendToPath = false);
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);
/**
* Gets the path to the game source.
* Returns a 0-length string if the source has not been set.
**/
const char *getSource() const;
bool mount(const char *archive, const char *mountpoint, bool appendToPath = false);
bool unmount(const char *archive);
/**
* Creates a new file.
**/
File *newFile(const char *filename) const;
/**
* 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) const;
/**
* Creates a new FileData object from base64 data.
* @param b64 The base64 data.
**/
FileData *newFileData(const char *b64, const char *filename) const;
/**
* Gets the current working directory.
**/
const char *getWorkingDirectory();
/**
* Gets the user home directory.
**/
std::string getUserDirectory();
/**
* Gets the APPDATA directory. On Windows, this is the folder
* in the %APPDATA% enviroment variable. On Linux, this is the
* user home folder.
**/
std::string getAppdataDirectory();
/**
* Gets the full path of the save folder.
**/
const char *getSaveDirectory();
/**
* Gets the full path to the directory containing the game source.
* For example if the game source is C:\Games\mygame.love, this will return
* C:\Games.
**/
std::string getSourceBaseDirectory() const;
/**
* Gets the real directory path containing the file.
**/
std::string getRealDirectory(const char *filename) const;
/**
* Checks if a path is a directory.
* @param dir The directory name to check.
**/
bool isDirectory(const char *dir) const;
/**
* Checks if a filename exists.
* @param file The filename to check.
**/
bool isFile(const char *file) const;
/**
* Creates a directory. Write dir must be set.
* @param dir The directory to create.
**/
bool createDirectory(const char *dir);
/**
* Removes a file (or directory).
* @param file The file or directory to remove.
**/
bool remove(const char *file);
/**
* Reads data from a file.
* @param filename The name of the file to read from.
* @param size The size in bytes of the data to read.
**/
Data *read(const char *filename, int64 size = File::ALL) const;
/**
* Write data to a file.
* @param filename The name of the file to write to.
* @param data The data to write.
* @param size The size in bytes of the data to write.
**/
void write(const char *filename, const void *data, int64 size) const;
/**
* Append data to a file, creating it if it doesn't exist.
* @param filename The name of the file to write to.
* @param data The data to append.
* @param size The size in bytes of the data to append.
**/
void append(const char *filename, const void *data, int64 size) const;
/**
* This "native" method returns a table of all
* files in a given directory.
**/
int getDirectoryItems(lua_State *L);
/**
* Gets the last modification time of a file, in seconds
* since the Unix epoch.
* @param filename The name of the file.
**/
int64 getLastModified(const char *filename) const;
/**
* Gets the size of a file in bytes.
* @param filename The name of the file.
**/
int64 getSize(const char *filename) const;
/**
* Enable or disable symbolic link support in love.filesystem.
**/
void setSymlinksEnabled(bool enable);
/**
* Gets whether symbolic link support is enabled.
**/
bool areSymlinksEnabled() const;
/**
* Gets whether a filepath is actually a symlink.
* Always returns false if symlinks are not enabled.
**/
bool isSymlink(const char *filename) const;
/**
* 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);
// Require path accessors
// Not const because it's R/W
std::vector<std::string> &getRequirePath();
private:
// 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 initialized;
// Allow saving outside of the LOVE_APPDATA_FOLDER
// for release 'builds'
bool fused;
bool fusedSet;
// Search path for require
std::vector<std::string> requirePath;
}; // Filesystem
} // physfs
} // filesystem
} // love
#endif // LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H