/* 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); String getRealName() const; 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); virtual ~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. */ virtual U32String getDisplayName() const; /** * 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. */ virtual String getName() 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; /** * 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, 0 in case of a failure. */ virtual SeekableReadStream *createReadStream() const; /** * 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; /** * 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