mirror of
https://github.com/love2d/love.git
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a27781aa6a
--HG-- branch : minor
284 lines
7.7 KiB
C++
284 lines
7.7 KiB
C++
/**
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* Copyright (c) 2006-2019 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_FILESYSTEM_H
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#define LOVE_FILESYSTEM_FILESYSTEM_H
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// LOVE
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#include "common/config.h"
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#include "common/Module.h"
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#include "common/int.h"
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#include "common/StringMap.h"
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#include "FileData.h"
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#include "File.h"
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// C++
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#include <string>
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#include <vector>
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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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# if defined(LOVE_MACOSX) || defined(LOVE_IOS)
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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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class Filesystem : public Module
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{
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public:
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enum FileType
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{
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FILETYPE_FILE,
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FILETYPE_DIRECTORY,
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FILETYPE_SYMLINK,
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FILETYPE_OTHER,
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FILETYPE_MAX_ENUM
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};
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struct Info
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{
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// Numbers will be -1 if they cannot be determined.
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int64 size;
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int64 modtime;
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FileType type;
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};
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static love::Type type;
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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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virtual void init(const char *arg0) = 0;
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virtual void setFused(bool fused) = 0;
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virtual bool isFused() const = 0;
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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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virtual bool setupWriteDirectory() = 0;
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/**
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* This sets the save location on Android.
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* False for internal, true for external
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* @param external Bool for whether
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* Android should use external file storage.
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**/
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virtual void setAndroidSaveExternal(bool useExternal = false);
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/**
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* Gets whether the Android save is external.
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* Returns a bool.
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**/
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virtual bool isAndroidSaveExternal() const;
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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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virtual bool setIdentity(const char *ident, bool appendToPath = false) = 0;
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virtual const char *getIdentity() const = 0;
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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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virtual bool setSource(const char *source) = 0;
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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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virtual const char *getSource() const = 0;
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virtual bool mount(const char *archive, const char *mountpoint, bool appendToPath = false) = 0;
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virtual bool mount(Data *data, const char *archivename, const char *mountpoint, bool appendToPath = false) = 0;
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virtual bool unmount(const char *archive) = 0;
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virtual bool unmount(Data *data) = 0;
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/**
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* Creates a new file.
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**/
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virtual File *newFile(const char *filename) const = 0;
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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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virtual FileData *newFileData(const void *data, size_t size, 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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virtual const char *getWorkingDirectory() = 0;
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/**
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* Gets the user home directory.
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**/
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virtual std::string getUserDirectory() = 0;
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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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virtual std::string getAppdataDirectory() = 0;
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/**
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* Gets the full path of the save folder.
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**/
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virtual const char *getSaveDirectory() = 0;
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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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virtual std::string getSourceBaseDirectory() const = 0;
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/**
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* Gets the real directory path containing the file.
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**/
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virtual std::string getRealDirectory(const char *filename) const = 0;
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/**
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* Gets information about the item at the specified filepath. Returns false
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* if nothing exists at the path.
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**/
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virtual bool getInfo(const char *filepath, Info &info) const = 0;
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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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virtual bool createDirectory(const char *dir) = 0;
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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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virtual bool remove(const char *file) = 0;
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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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virtual FileData *read(const char *filename, int64 size = File::ALL) const = 0;
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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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virtual void write(const char *filename, const void *data, int64 size) const = 0;
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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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virtual void append(const char *filename, const void *data, int64 size) const = 0;
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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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virtual bool getDirectoryItems(const char *dir, std::vector<std::string> &items) = 0;
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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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virtual void setSymlinksEnabled(bool enable) = 0;
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/**
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* Gets whether symbolic link support is enabled.
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**/
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virtual bool areSymlinksEnabled() const = 0;
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// Require path accessors
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// Not const because it's R/W
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virtual std::vector<std::string> &getRequirePath() = 0;
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virtual std::vector<std::string> &getCRequirePath() = 0;
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/**
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* Allows a full (OS-dependent) path to be used with Filesystem::mount.
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**/
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virtual void allowMountingForPath(const std::string &path) = 0;
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/**
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* Gets whether the given full (OS-dependent) path is a directory.
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**/
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virtual bool isRealDirectory(const std::string &path) const;
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/**
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* Gets the full platform-dependent path to the executable.
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**/
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virtual std::string getExecutablePath() const;
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static bool getConstant(const char *in, FileType &out);
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static bool getConstant(FileType in, const char *&out);
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static std::vector<std::string> getConstants(FileType);
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private:
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// Should we save external or internal for Android
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bool useExternal;
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static StringMap<FileType, FILETYPE_MAX_ENUM>::Entry fileTypeEntries[];
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static StringMap<FileType, FILETYPE_MAX_ENUM> fileTypes;
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}; // Filesystem
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} // filesystem
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} // love
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#endif // LOVE_FILESYSTEM_FILESYSTEM_H
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