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- /**
- * 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>
- // 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 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
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