/** * Copyright (c) 2006-2012 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 "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 { private: // Counts open files. int open_count; // Pointer used for file reads. char *buffer; // 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 isInited; // Allow saving outside of the LOVE_APPDATA_FOLDER // for release 'builds' bool release; bool releaseSet; protected: public: Filesystem(); ~Filesystem(); const char *getName() const; void init(const char *arg0); void setRelease(bool release); bool isRelease() 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); 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); /** * Creates a new file. **/ File *newFile(const char *filename); /** * 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); /** * Creates a new FileData object from base64 data. * @param b64 The base64 data. **/ FileData *newFileData(const char *b64, const char *filename); /** * Gets the current working directory. **/ const char *getWorkingDirectory(); /** * Gets the user home directory. **/ const char *getUserDirectory(); /** * Gets the APPDATA directory. On Windows, this is the folder * in the %APPDATA% enviroment variable. On Linux, this is the * user home folder. **/ const char *getAppdataDirectory(); /** * Gets the full path of the save folder. **/ const char *getSaveDirectory(); /** * Checks whether a file exists in the current search path * or not. * @param file The filename to check. **/ bool exists(const char *file); /** * Checks if an existing file really is a directory. * @param file The filename to check. **/ bool isDirectory(const char *file); /** * Checks if an existing file really is a file, * and not a directory. * @param file The filename to check. **/ bool isFile(const char *file); /** * Creates a directory. Write dir must be set. * @param file The directory to create. **/ bool mkdir(const char *file); /** * Removes a file (or directory). * @param file The file or directory to remove. **/ bool remove(const char *file); /** * Opens a file for reading or writing. (Depends * on the mode chosen at the time of creation). * @param file The file to open. * @param mode The mode to open the file in. **/ bool open(File *file, File::Mode mode); /** * Closes a file. * @param file The file to close. **/ bool close(File *file); /** * Reads count bytes from an open file. * The first parameter is either a File or * a string. An optional second parameter specified the * max number of bytes to read. **/ int read(lua_State *L); /** * Write the bytes in data to the file. File * must be opened for write. * The first parameter is either a File or * a string. **/ int write(lua_State *L); /** * Check if end-of-file is reached. * @return True if EOF, false otherwise. **/ bool eof(File *file); /** * Gets the current position in a file. * @param file An open File. **/ int tell(File *file); /** * Seek to a position within a file. * @param pos The position to seek to. **/ bool seek(File *file, uint64 pos); /** * This "native" method returns a table of all * files in a given directory. **/ int enumerate(lua_State *L); /** * Loads a file without running it. The loaded * chunk is returned as a function. * @param filename The filename of the file to load. * @return A function. **/ int load(lua_State *L); int getLastModified(lua_State *L); /** * 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); }; // Filesystem } // physfs } // filesystem } // love #endif // LOVE_FILESYSTEM_PHYSFS_FILESYSTEM_H