/** * Copyright (c) 2006-2020 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_FILESYSTEM_H #define LOVE_FILESYSTEM_FILESYSTEM_H // LOVE #include "common/config.h" #include "common/Module.h" #include "common/int.h" #include "common/StringMap.h" #include "FileData.h" #include "File.h" // C++ #include #include // 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 # if defined(LOVE_MACOS) || defined(LOVE_IOS) # 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 { class Filesystem : public Module { public: enum FileType { FILETYPE_FILE, FILETYPE_DIRECTORY, FILETYPE_SYMLINK, FILETYPE_OTHER, FILETYPE_MAX_ENUM }; enum CommonPath { COMMONPATH_APP_IDENTITY, COMMONPATH_APP_DOCUMENTS, COMMONPATH_APP_TEMP, COMMONPATH_USER_HOME, COMMONPATH_USER_APPDATA, COMMONPATH_USER_DESKTOP, COMMONPATH_USER_DOCUMENTS, COMMONPATH_MAX_ENUM }; enum MountPermissions { MOUNT_PERMISSIONS_READ, MOUNT_PERMISSIONS_READWRITE, MOUNT_PERMISSIONS_MAX_ENUM }; struct Info { // Numbers will be -1 if they cannot be determined. int64 size; int64 modtime; FileType type; bool readonly; }; static love::Type type; Filesystem(); virtual ~Filesystem(); // Implements Module. virtual ModuleType getModuleType() const { return M_FILESYSTEM; } virtual void init(const char *arg0) = 0; virtual void setFused(bool fused) = 0; virtual bool isFused() const = 0; /** * This sets up the save directory. If the * it is already set up, nothing happens. * @return True on success, false otherwise. **/ virtual bool setupWriteDirectory() = 0; /** * This sets the save location on Android. * False for internal, true for external * @param external Bool for whether * Android should use external file storage. **/ virtual void setAndroidSaveExternal(bool useExternal = false); /** * Gets whether the Android save is external. * Returns a bool. **/ virtual bool isAndroidSaveExternal() const; /** * 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. **/ virtual bool setIdentity(const char *ident, bool appendToPath = false) = 0; virtual const char *getIdentity() const = 0; /** * Sets the path to the game source. * This can only be set once. * @param source Path to a directory or a .love-file. **/ virtual bool setSource(const char *source) = 0; /** * Gets the path to the game source. * Returns a 0-length string if the source has not been set. **/ virtual const char *getSource() const = 0; virtual bool mount(const char *archive, const char *mountpoint, bool appendToPath = false) = 0; virtual bool mount(Data *data, const char *archivename, const char *mountpoint, bool appendToPath = false) = 0; virtual bool mountFullPath(const char *archive, const char *mountpoint, MountPermissions permissions, bool appendToPath = false) = 0; virtual bool mountCommonPath(CommonPath path, const char *mountpoint, MountPermissions permissions, bool appendToPath = false) = 0; virtual bool unmount(const char *archive) = 0; virtual bool unmount(Data *data) = 0; virtual bool unmount(CommonPath path) = 0; /** * Creates a new file. **/ virtual File *newFile(const char *filename) const = 0; /** * 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. **/ virtual FileData *newFileData(const void *data, size_t size, const char *filename) const; virtual std::string getFullCommonPath(CommonPath path) = 0; /** * Gets the current working directory. **/ virtual const char *getWorkingDirectory() = 0; /** * Gets the user home directory. **/ virtual std::string getUserDirectory() = 0; /** * Gets the APPDATA directory. On Windows, this is the folder * in the %APPDATA% enviroment variable. On Linux, this is the * user home folder. **/ virtual std::string getAppdataDirectory() = 0; /** * Gets the full path of the save folder. **/ virtual const char *getSaveDirectory() = 0; /** * 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. **/ virtual std::string getSourceBaseDirectory() const = 0; /** * Gets the real directory path containing the file. **/ virtual std::string getRealDirectory(const char *filename) const = 0; /** * Gets information about the item at the specified filepath. Returns false * if nothing exists at the path. **/ virtual bool getInfo(const char *filepath, Info &info) const = 0; /** * Creates a directory. Write dir must be set. * @param dir The directory to create. **/ virtual bool createDirectory(const char *dir) = 0; /** * Removes a file (or directory). * @param file The file or directory to remove. **/ virtual bool remove(const char *file) = 0; /** * 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. **/ virtual FileData *read(const char *filename, int64 size = File::ALL) const = 0; /** * 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. **/ virtual void write(const char *filename, const void *data, int64 size) const = 0; /** * 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. **/ virtual void append(const char *filename, const void *data, int64 size) const = 0; /** * This "native" method returns a table of all * files in a given directory. **/ virtual bool getDirectoryItems(const char *dir, std::vector &items) = 0; /** * Enable or disable symbolic link support in love.filesystem. **/ virtual void setSymlinksEnabled(bool enable) = 0; /** * Gets whether symbolic link support is enabled. **/ virtual bool areSymlinksEnabled() const = 0; // Require path accessors // Not const because it's R/W virtual std::vector &getRequirePath() = 0; virtual std::vector &getCRequirePath() = 0; /** * Allows a full (OS-dependent) path to be used with Filesystem::mount. **/ virtual void allowMountingForPath(const std::string &path) = 0; /** * Gets whether the given full (OS-dependent) path is a directory. **/ virtual bool isRealDirectory(const std::string &path) const; /** * Gets the full platform-dependent path to the executable. **/ virtual std::string getExecutablePath() const; STRINGMAP_CLASS_DECLARE(FileType); STRINGMAP_CLASS_DECLARE(CommonPath); STRINGMAP_CLASS_DECLARE(MountPermissions); private: // Should we save external or internal for Android bool useExternal; }; // Filesystem } // filesystem } // love #endif // LOVE_FILESYSTEM_FILESYSTEM_H