/** * 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 #include #include #include // 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 # include #else # include # include #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 whether a file exists in the current search path * or not. * @param file The filename to check. **/ bool exists(const char *file) const; /** * Checks if an existing file really is a directory. * @param file The filename to check. **/ bool isDirectory(const char *file) const; /** * Checks if an existing file really is a file, * and not a directory. * @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); 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; }; // Filesystem } // physfs } // filesystem } // love #endif // LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H