/* 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 3 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, see .
*
*/
#ifndef COMMON_FS_H
#define COMMON_FS_H
#include "common/array.h"
#include "common/archive.h"
#include "common/hash-str.h"
#include "common/hashmap.h"
#include "common/ptr.h"
#include "common/str.h"
#include "common/ustr.h"
class AbstractFSNode;
namespace Common {
/**
* @defgroup common_fs File system
* @ingroup common
*
* @brief API for operations on the file system.
*
* @{
*/
class FSNode;
class FSDirectory;
class SeekableReadStream;
class WriteStream;
class SeekableWriteStream;
/**
* List of multiple file system nodes. For example, the contents of a given directory.
* This is a subclass instead of just a typedef so that forward declarations
* of it can be used in other places.
*/
class FSList : public Array {};
/**
* FSNode, short for "File System Node", provides an abstraction for file
* paths, allowing for portable file system browsing. This means, for example,
* that multiple or single roots have to be supported (compare Unix with a
* single root, Windows with multiple roots C:, D:, ...).
*
* To this end, we abstract away from paths; implementations can be based on
* paths (and it is left to them whether '/', '\', or ':' is the path separator)
* but it is also possible to use inodes or vrefs (MacOS 9) or anything else.
*/
class FSNode : public ArchiveMember {
private:
friend class ::AbstractFSNode;
friend class FSDirectory;
SharedPtr _realNode;
/**
* Construct an FSNode from a backend's AbstractFSNode implementation.
*
* @param realNode Pointer to a heap allocated instance. FSNode will take
* ownership of the pointer.
*/
FSNode(AbstractFSNode *realNode);
public:
/**
* Flag to tell listDir() which kind of files to list.
*/
enum ListMode {
kListFilesOnly = 1,
kListDirectoriesOnly = 2,
kListAll = 3
};
/**
* Create a new pathless FSNode. Since there is no path associated
* with this node, path-related operations (i.e. exists(), isDirectory(),
* getPath()) will always return false or raise an assertion.
*/
FSNode();
/**
* Create a new FSNode referring to the specified path. This is
* the counterpart to the path() method.
*
* If the path is empty or equals ".", then a node representing the "current
* directory" will be created. If that is not possible (since e.g. the
* operating system does not support the concept), some other directory is
* used (usually the root directory).
*/
explicit FSNode(const Path &path);
~FSNode();
/**
* Compare the name of this node to the name of another. Directories
* go before normal files.
*/
bool operator<(const FSNode& node) const;
/**
* Indicate whether the object referred by this node exists in the file system or not.
*
* @return True if the node exists, false otherwise.
*/
bool exists() const;
/**
* Create a new node referring to a child node of the current node, which
* must be a directory node (otherwise an invalid node is returned).
* If a child matching the name exists, a normal node for it is returned.
* If no child with the name exists, a node for it is still returned,
* but exists() will return 'false' for it. This node can however be used
* to create a new file using the createWriteStream() method.
*
* @todo If createWriteStream() (or a hypothetical future mkdir() method) is used,
* this should affect what exists/isDirectory/isReadable/isWritable return
* for existing nodes. However, this is not the case for many existing
* FSNode implementations. Either fix those, or document that FSNodes
* can become 'stale'.
*
* @param name Name of a child of this directory.
* @return The node referring to the child with the given name.
*/
FSNode getChild(const String &name) const;
/**
* Return a list of all child nodes of this directory node. If called on a node
* that does not represent a directory, false is returned.
*
* @return True if successful, false otherwise (e.g. when the directory does not exist).
*/
bool getChildren(FSList &fslist, ListMode mode = kListDirectoriesOnly, bool hidden = true) const;
/**
* Return a human-readable string for this node, usable for display (e.g.
* in the GUI code). Do *not* rely on it being usable for anything else,
* like constructing paths.
*
* @return The display name.
*/
U32String getDisplayName() const override;
/**
* Return a string representation of the name of the file. This can be
* used e.g. by detection code that relies on matching the name of a given
* file. However, it is *not* suitable for use with fopen / File::open, nor
* should it be archived.
*
* @return The file name.
*/
String getName() const override;
/**
* Return a string representation of the name of the file.
*
* @return The file name.
*/
String getFileName() const override;
/**
* Return a string representation of the name of the file. Since FSNode
* parents are always the parent FSDirectory, this will not return a full
* path, only the file name.
*
* @return The file name.
*/
Common::Path getPathInArchive() const override;
/**
* Return a string representation of the name of the file, without any
* Punycode transformation. This can be used e.g. by detection code that
* relies on matching the name of a given file. However, it is *not*
* suitable for use with fopen / File::open, nor should it be archived.
*
* @return The file name.
*/
virtual String getRealName() const;
/**
* Return a string representation of the file that is suitable for
* archiving (i.e. writing to the config file). This will usually be a
* 'path' (hence the name of the method), but can be anything that meets
* the above criteria. What a 'path' is differs greatly from system to
* system.
*
* @note Do not assume that this string contains (back)slashes or any
* other kind of 'path separators'.
*
* @return The 'path' represented by this file system node.
*/
String getPath() const;
/**
* Get the parent node of this node. If this node has no parent node,
* then it returns a duplicate of this node.
*/
FSNode getParent() const;
/**
* Indicate whether the node refers to a directory or not.
*
* @todo Currently we assume that a node that is not a directory
* automatically is a file (ignoring things like symlinks or pipes).
* That might actually be OK... but we could still add an isFile method.
* Or even replace isDirectory by a getType() method that can return values like
* kDirNodeType, kFileNodeType, kInvalidNodeType.
*/
bool isDirectory() const override;
/**
* Adds the immediate children of this FSNode to a list, optionally matching a pattern.
* Has no effect if this FSNode is not a directory.
*/
void listChildren(Common::ArchiveMemberList &childList, const char *pattern = nullptr) const override;
/**
* Indicate whether the object referred by this node can be read from or not.
*
* If the node refers to a directory, readability implies being able to read
* and list the directory entries.
*
* If the node refers to a file, readability implies being able to read the
* contents of the file.
*
* @return True if the object can be read, false otherwise.
*/
bool isReadable() const;
/**
* Indicate whether the object referred by this node can be written to or not.
*
* If the node refers to a directory, writability implies being able to modify
* the directory entry (i.e. rename the directory, remove it, or write files inside of it).
*
* If the node refers to a file, writability implies being able to write data
* to the file.
*
* @return True if the object can be written to, false otherwise.
*/
bool isWritable() const;
/**
* Create a SeekableReadStream instance corresponding to the file
* referred by this node. This assumes that the node actually refers
* to a readable file. If this is not the case, 0 is returned.
*
* @return Pointer to the stream object, nullptr in case of a failure.
*/
SeekableReadStream *createReadStream() const override;
/**
* Create a SeekableReadStream instance corresponding to an alternate stream
* of the file referred by this node. This assumes that the node actually
* refers to a readable file and the alternate stream exists. If either is
* not the case, nullptr is returned.
*
* @return Pointer to the stream object, nullptr in case of a failure.
*/
SeekableReadStream *createReadStreamForAltStream(AltStreamType altStreamType) const override;
/**
* Create a WriteStream instance corresponding to the file
* referred by this node. This assumes that the node actually refers
* to a readable file. If this is not the case, 0 is returned.
*
* @return Pointer to the stream object, 0 in case of a failure.
*/
SeekableWriteStream *createWriteStream() const;
/**
* Create a directory referred by this node. This assumes that this
* node refers to a non-existing directory. If this is not the case,
* false is returned.
*
* @return True if the directory was created, false otherwise.
*/
bool createDirectory() const;
};
/**
* FSDirectory models a directory tree from the file system and allows users
* to access it through the Archive interface. Searching is case-insensitive,
* since the intended goal is to support 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.
* In the default mode, file names are cached with their relative path,
* with elements separated by slashes, e.g.:
* @code
* c:\my\data\file.ext
* @endcode
* 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 SLASHES are used as separators independently from the
* underlying file system.
*
* Relative paths can be specified when calling matching functions like createReadStreamForMember(),
* hasFile(), listMatchingMembers(), and listMembers(). See the function-specific
* documentation for more information.
*
* If the 'flat' argument to the constructor is true, files in subdirectories
* are cached without the relative path, so in the following example:
* @code
* c:\my\data\file.ext
* @endcode
* would be cached as 'file.ext'.
*
* When the 'ignoreClashes' argument to the constructor is true, name clashes are
* expected by the engine. It means that files that clash should be identical and
* getSubDirectory should not be used on clashing directories. This flag is useful
* in flat mode when there are directories with the same name at different places in the
* tree whose name is not relevant for the engine code.
*
* Client code can customize the cache by using 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 slash to the prefix if needed. Following on with the previous example
* and using 'your' as a prefix, the cache entry would have been 'your/data/file.ext'.
* This is done both in non-flat and flat mode.
*
*/
class FSDirectory : public Archive {
FSNode _node;
int _depth;
bool _flat;
bool _ignoreClashes;
bool _includeDirectories;
Path _prefix; // string that is prepended to each cache item key
void setPrefix(const Path &prefix);
// Caches are case insensitive, clashes are dealt with when creating
// Key is stored in lowercase.
typedef HashMap NodeCache;
mutable NodeCache _fileCache, _subDirCache;
mutable bool _cached;
// look for a match
FSNode *lookupCache(NodeCache &cache, const Path &name) const;
// cache management
void cacheDirectoryRecursive(FSNode node, int depth, const Path& prefix) const;
// fill cache if not already cached
void ensureCached() const;
public:
/**
* Create a FSDirectory representing a tree with the specified depth. Will result in an
* unbound FSDirectory if name is not found in the file system or if the node is not a
* valid directory.
*/
FSDirectory(const Path &name, int depth = 1, bool flat = false,
bool ignoreClashes = false, bool includeDirectories = false);
/**
* @overload
*/
FSDirectory(const FSNode &node, int depth = 1, bool flat = false,
bool ignoreClashes = false, bool includeDirectories = false);
/**
* Create a FSDirectory representing a tree with the specified depth. The parameter
* prefix is prepended to the keys in the cache. See @ref FSDirectory.
*/
FSDirectory(const Path &prefix, const Path &name, int depth = 1,
bool flat = false, bool ignoreClashes = false, bool includeDirectories = false);
/**
* @overload
*/
FSDirectory(const Path &prefix, const FSNode &node, int depth = 1,
bool flat = false, bool ignoreClashes = false, bool includeDirectories = false);
virtual ~FSDirectory();
/**
* Return the underlying FSNode of the FSDirectory.
*/
FSNode getFSNode() const;
/**
* Create a new FSDirectory pointing to a subdirectory of the instance.
* @return A new FSDirectory instance.
*/
FSDirectory *getSubDirectory(const Path &name, int depth = 1, bool flat = false,
bool ignoreClashes = false);
/**
* Create a new FSDirectory pointing to a subdirectory of the instance. See FSDirectory
* for an explanation of the prefix parameter.
* @return A new FSDirectory instance.
*/
FSDirectory *getSubDirectory(const Path &prefix, const Path &name, int depth = 1,
bool flat = false, bool ignoreClashes = false);
/**
* Check for the existence of a file in the cache. A full match of relative path and file name
* is needed for success.
*/
bool hasFile(const Path &path) const override;
/**
* Check if a specified subpath is a directory.
*/
bool isPathDirectory(const Path &path) const override;
/**
* Return a list of matching file names. Pattern can use GLOB wildcards.
*/
int listMatchingMembers(ArchiveMemberList &list, const Path &pattern, bool matchPathComponents = false) const override;
/**
* Return a list of all the files in the cache.
*/
int listMembers(ArchiveMemberList &list) const override;
/**
* Get an ArchiveMember representation of the specified file. A full match of relative
* path and file name is needed for success.
*/
const ArchiveMemberPtr getMember(const Path &path) const override;
/**
* Open the specified file. A full match of relative path and file name is needed
* for success.
*/
SeekableReadStream *createReadStreamForMember(const Path &path) const override;
};
/** @} */
} // End of namespace Common
#endif //COMMON_FS_H