scummvm/common/archive.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_ARCHIVES_H
#define COMMON_ARCHIVES_H
#include "common/fs.h"
#include "common/str.h"
#include "common/hash-str.h"
#include "common/list.h"
#include "common/ptr.h"
#include "common/singleton.h"
#include "common/stream.h"
namespace Common {
/**
* ArchiveMember is an abstract interface to represent elements inside
* implementations of Archive.
*
* Archive subclasses must provide their own implementation of ArchiveMember,
* and use it when serving calls to listMembers() and listMatchingMembers().
* Alternatively, the GenericArchiveMember below can be used.
*/
class ArchiveMember {
public:
virtual ~ArchiveMember() { }
virtual SeekableReadStream *open() = 0;
virtual String getName() const = 0;
virtual String getDisplayName() const { return getName(); }
};
typedef SharedPtr<ArchiveMember> ArchiveMemberPtr;
typedef List<ArchiveMemberPtr> ArchiveMemberList;
class Archive;
/**
* Simple ArchiveMember implementation which allows
* creation of ArchiveMember compatible objects via
* a simple Archive and name pair.
*
* Note that GenericArchiveMember objects will not
* be working anymore after the 'parent' object
* is destroyed.
*/
class GenericArchiveMember : public ArchiveMember {
Archive *_parent;
String _name;
public:
GenericArchiveMember(String name, Archive *parent);
String getName() const;
SeekableReadStream *open();
};
/**
* Archive allows searches of (file)names into an arbitrary container.
* It also supports opening a file and returning an usable input stream.
*/
class Archive {
public:
virtual ~Archive() { }
/**
* Check if a name is present in the Archive. Patterns are not allowed,
* as this is meant to be a quick File::exists() replacement.
*/
virtual bool hasFile(const String &name) = 0;
/**
* Add all the names present in the Archive which match pattern to
* list. Returned names can be used as parameters to openFile.
* Must not remove elements from the list.
*
* @return the number of names added to list
*/
virtual int listMatchingMembers(ArchiveMemberList &list, const String &pattern);
/**
* Add all the names present in the Archive to list. Returned
* names can be used as parameters to openFile.
* Must not remove elements from the list.
*
* @return the number of names added to list
*/
virtual int listMembers(ArchiveMemberList &list) = 0;
/**
* Returns a ArchiveMember representation of the given file.
*/
virtual ArchiveMemberPtr getMember(const String &name) = 0;
/**
* Create a stream bound to a file in the archive.
* @return the newly created input stream
*/
virtual SeekableReadStream *openFile(const String &name) = 0;
};
/**
* FSDirectory models a directory tree from the filesystem and allows users
* to access it through the Archive interface. Searching is case-insensitive,
* since the intended goal is supporting retrieval of game data.
*
* FSDirectory can represent a single directory, or a tree with specified depth,
* depending on the value passed to the 'depth' parameter in the constructors.
* Filenames are cached with their relative path, with elements separated by
* backslashes, e.g.:
*
* c:\my\data\file.ext
*
* would be cached as 'data/file.ext' if FSDirectory was created on 'c:/my' with
* depth > 1. If depth was 1, then the 'data' subdirectory would have been
* ignored, instead.
* Again, only BACKSLASHES are used as separators independently from the
* underlying file system.
*
* Relative paths can be specified when calling matching functions like openFile(),
* hasFile(), listMatchingMembers() and listMembers(). Please see the function
* specific comments for more information.
*
* Client code can customize cache by using the constructors with the 'prefix'
* parameter. In this case, the prefix is prepended to each entry in the cache,
* and effectively treated as a 'virtual' parent subdirectory. FSDirectory adds
* a trailing backslash to prefix if needed. Following on with the previous example
* and using 'your' as prefix, the cache entry would have been 'your/data/file.ext'.
*
*/
class FSDirectory : public Archive {
FSNode _node;
// Caches are case insensitive, clashes are dealt with when creating
// Key is stored in lowercase.
typedef HashMap<String, FSNode, IgnoreCase_Hash, IgnoreCase_EqualTo> NodeCache;
NodeCache _fileCache, _subDirCache;
Common::String _prefix; // string that is prepended to each cache item key
void setPrefix(const String &prefix);
// look for a match
FSNode lookupCache(NodeCache &cache, const String &name);
// cache management
void cacheDirectoryRecursive(FSNode node, int depth, const String& prefix);
// fill cache if not already cached
void ensureCached();
bool _cached;
int _depth;
public:
/**
* Create a FSDirectory representing a tree with the specified depth. Will result in an
* unbound FSDirectory if name is not found on the filesystem or if the node is not a
* valid directory.
*/
FSDirectory(const String &name, int depth = 1);
FSDirectory(const FSNode &node, int depth = 1);
/**
* Create a FSDirectory representing a tree with the specified depth. The parameter
* prefix is prepended to the keys in the cache. See class comment.
*/
FSDirectory(const String &prefix, const String &name, int depth = 1);
FSDirectory(const String &prefix, const FSNode &node, int depth = 1);
virtual ~FSDirectory();
/**
* This return the underlying FSNode of the FSDirectory.
*/
FSNode getFSNode() const;
/**
* Create a new FSDirectory pointing to a sub directory of the instance. See class comment
* for an explanation of the prefix parameter.
* @return a new FSDirectory instance
*/
FSDirectory *getSubDirectory(const String &name, int depth = 1);
FSDirectory *getSubDirectory(const String &prefix, const String &name, int depth = 1);
/**
* Checks for existence in the cache. A full match of relative path and filename is needed
* for success.
*/
virtual bool hasFile(const String &name);
/**
* Returns a list of matching file names. Pattern can use GLOB wildcards.
*/
virtual int listMatchingMembers(ArchiveMemberList &list, const String &pattern);
/**
* Returns a list of all the files in the cache.
*/
virtual int listMembers(ArchiveMemberList &list);
/**
* Get a ArchiveMember representation of the specified file. A full match of relative
* path and filename is needed for success.
*/
virtual ArchiveMemberPtr getMember(const String &name);
/**
* Open the specified file. A full match of relative path and filename is needed
* for success.
*/
virtual SeekableReadStream *openFile(const String &name);
};
/**
* SearchSet enables access to a group of Archives through the Archive interface.
* Its intended usage is a situation in which there are no name clashes among names in the
* contained Archives, hence the simplistic policy of always looking for the first
* match. SearchSet *DOES* guarantee that searches are performed in *DESCENDING*
* priority order. In case of conflicting priorities, insertion order prevails.
*/
class SearchSet : public Archive {
struct Node {
int _priority;
String _name;
Archive *_arc;
bool _autoFree;
Node(int priority, const String &name, Archive *arc, bool autoFree)
: _priority(priority), _name(name), _arc(arc), _autoFree(autoFree) {
}
};
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typedef List<Node> ArchiveNodeList;
ArchiveNodeList _list;
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ArchiveNodeList::iterator find(const String &name) const;
// Add an archive keeping the list sorted by ascending priorities.
void insert(const Node& node);
public:
virtual ~SearchSet() { clear(); }
/**
* Add a new archive to the searchable set.
*/
void add(const String& name, Archive *arch, int priority = 0, bool autoFree = true);
/**
* Create and add a FSDirectory by name
*/
void addDirectory(const String &name, const String &directory, int priority = 0, int depth = 1);
/**
* Create and add a FSDirectory by FSNode
*/
void addDirectory(const String &name, const FSNode &directory, int priority = 0, int depth = 1);
/**
* Remove an archive from the searchable set.
*/
void remove(const String& name);
/**
* Check if a given archive name is already present.
*/
bool hasArchive(const String &name) const;
/**
* Empties the searchable set.
*/
virtual void clear();
/**
* Change the order of searches.
*/
void setPriority(const String& name, int priority);
virtual bool hasFile(const String &name);
virtual int listMatchingMembers(ArchiveMemberList &list, const String &pattern);
virtual int listMembers(ArchiveMemberList &list);
virtual ArchiveMemberPtr getMember(const String &name);
/**
* Implements openFile from Archive base class. The current policy is
* opening the first file encountered that matches the name.
*/
virtual SeekableReadStream *openFile(const String &name);
};
class SearchManager : public Singleton<SearchManager>, public SearchSet {
public:
/**
* Resets the search manager to the default list of search paths (system
* specific dirs + current dir).
*/
virtual void clear();
private:
friend class Common::Singleton<SingletonBaseType>;
SearchManager();
};
/** Shortcut for accessing the search manager. */
#define SearchMan Common::SearchManager::instance()
} // namespace Common
#endif