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https://github.com/libretro/scummvm.git
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431af3e37d
It's not needed anymore
453 lines
15 KiB
C++
453 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef COMMON_FS_H
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#define COMMON_FS_H
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#include "common/array.h"
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#include "common/archive.h"
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#include "common/hash-str.h"
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#include "common/hashmap.h"
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#include "common/ptr.h"
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#include "common/str.h"
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#include "common/ustr.h"
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class AbstractFSNode;
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namespace Common {
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/**
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* @defgroup common_fs File system
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* @ingroup common
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*
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* @brief API for operations on the file system.
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*
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* @{
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*/
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class FSNode;
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class FSDirectory;
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class SeekableReadStream;
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class WriteStream;
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class SeekableWriteStream;
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/**
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* List of multiple file system nodes. For example, the contents of a given directory.
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* This is a subclass instead of just a typedef so that forward declarations
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* of it can be used in other places.
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*/
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class FSList : public Array<FSNode> {};
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/**
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* FSNode, short for "File System Node", provides an abstraction for file
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* paths, allowing for portable file system browsing. This means, for example,
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* that multiple or single roots have to be supported (compare Unix with a
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* single root, Windows with multiple roots C:, D:, ...).
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*
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* To this end, we abstract away from paths; implementations can be based on
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* paths (and it is left to them whether '/', '\', or ':' is the path separator)
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* but it is also possible to use inodes or vrefs (MacOS 9) or anything else.
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*/
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class FSNode : public ArchiveMember {
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private:
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friend class ::AbstractFSNode;
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friend class FSDirectory;
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SharedPtr<AbstractFSNode> _realNode;
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/**
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* Construct an FSNode from a backend's AbstractFSNode implementation.
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*
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* @param realNode Pointer to a heap allocated instance. FSNode will take
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* ownership of the pointer.
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*/
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FSNode(AbstractFSNode *realNode);
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public:
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/**
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* Flag to tell listDir() which kind of files to list.
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*/
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enum ListMode {
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kListFilesOnly = 1,
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kListDirectoriesOnly = 2,
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kListAll = 3
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};
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/**
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* Create a new pathless FSNode. Since there is no path associated
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* with this node, path-related operations (i.e. exists(), isDirectory(),
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* getPath()) will always return false or raise an assertion.
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*/
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FSNode();
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/**
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* Create a new FSNode referring to the specified path. This is
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* the counterpart to the path() method.
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*
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* If the path is empty or equals ".", then a node representing the "current
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* directory" will be created. If that is not possible (since e.g. the
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* operating system does not support the concept), some other directory is
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* used (usually the root directory).
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*/
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explicit FSNode(const Path &path);
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~FSNode();
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/**
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* Compare the name of this node to the name of another. Directories
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* go before normal files.
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*/
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bool operator<(const FSNode& node) const;
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/**
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* Indicate whether the object referred by this node exists in the file system or not.
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*
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* @return True if the node exists, false otherwise.
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*/
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bool exists() const;
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/**
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* Create a new node referring to a child node of the current node, which
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* must be a directory node (otherwise an invalid node is returned).
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* If a child matching the name exists, a normal node for it is returned.
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* If no child with the name exists, a node for it is still returned,
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* but exists() will return 'false' for it. This node can however be used
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* to create a new file using the createWriteStream() method.
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*
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* @todo If createWriteStream() (or a hypothetical future mkdir() method) is used,
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* this should affect what exists/isDirectory/isReadable/isWritable return
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* for existing nodes. However, this is not the case for many existing
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* FSNode implementations. Either fix those, or document that FSNodes
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* can become 'stale'.
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*
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* @param name Name of a child of this directory.
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* @return The node referring to the child with the given name.
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*/
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FSNode getChild(const String &name) const;
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/**
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* Return a list of all child nodes of this directory node. If called on a node
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* that does not represent a directory, false is returned.
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*
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* @return True if successful, false otherwise (e.g. when the directory does not exist).
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*/
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bool getChildren(FSList &fslist, ListMode mode = kListDirectoriesOnly, bool hidden = true) const;
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/**
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* Return a human-readable string for this node, usable for display (e.g.
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* in the GUI code). Do *not* rely on it being usable for anything else,
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* like constructing paths.
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*
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* @return The display name.
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*/
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U32String getDisplayName() const override;
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/**
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* Return a string representation of the name of the file. This can be
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* used e.g. by detection code that relies on matching the name of a given
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* file. However, it is *not* suitable for use with fopen / File::open, nor
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* should it be archived.
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*
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* @return The file name.
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*/
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String getName() const override;
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/**
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* Return a string representation of the name of the file.
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*
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* @return The file name.
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*/
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String getFileName() const override;
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/**
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* Return a string representation of the name of the file. Since FSNode
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* parents are always the parent FSDirectory, this will not return a full
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* path, only the file name.
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*
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* @return The file name.
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*/
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Path getPathInArchive() const override;
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/**
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* Return a string representation of the name of the file, without any
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* Punycode transformation. This can be used e.g. by detection code that
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* relies on matching the name of a given file. However, it is *not*
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* suitable for use with fopen / File::open, nor should it be archived.
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*
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* @return The file name.
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*/
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virtual String getRealName() const;
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/**
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* Return a path representation of the file that is suitable for
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* archiving (i.e. writing to the config file).
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* What a 'path' is differs greatly from system to
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* system.
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*
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* @return The 'path' represented by this file system node.
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*/
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Path getPath() const;
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/**
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* Get the parent node of this node. If this node has no parent node,
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* then it returns a duplicate of this node.
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*/
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FSNode getParent() const;
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/**
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* Indicate whether the node refers to a directory or not.
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*
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* @todo Currently we assume that a node that is not a directory
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* automatically is a file (ignoring things like symlinks or pipes).
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* That might actually be OK... but we could still add an isFile method.
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* Or even replace isDirectory by a getType() method that can return values like
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* kDirNodeType, kFileNodeType, kInvalidNodeType.
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*/
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bool isDirectory() const override;
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/**
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* Adds the immediate children of this FSNode to a list, optionally matching a pattern.
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* Has no effect if this FSNode is not a directory.
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*/
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void listChildren(Common::ArchiveMemberList &childList, const char *pattern = nullptr) const override;
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/**
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* Indicate whether the object referred by this node can be read from or not.
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*
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* If the node refers to a directory, readability implies being able to read
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* and list the directory entries.
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*
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* If the node refers to a file, readability implies being able to read the
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* contents of the file.
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*
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* @return True if the object can be read, false otherwise.
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*/
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bool isReadable() const;
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/**
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* Indicate whether the object referred by this node can be written to or not.
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*
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* If the node refers to a directory, writability implies being able to modify
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* the directory entry (i.e. rename the directory, remove it, or write files inside of it).
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*
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* If the node refers to a file, writability implies being able to write data
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* to the file.
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*
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* @return True if the object can be written to, false otherwise.
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*/
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bool isWritable() const;
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/**
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* Create a SeekableReadStream instance corresponding to the file
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* referred by this node. This assumes that the node actually refers
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* to a readable file. If this is not the case, 0 is returned.
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*
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* @return Pointer to the stream object, nullptr in case of a failure.
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*/
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SeekableReadStream *createReadStream() const override;
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/**
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* Create a SeekableReadStream instance corresponding to an alternate stream
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* of the file referred by this node. This assumes that the node actually
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* refers to a readable file and the alternate stream exists. If either is
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* not the case, nullptr is returned.
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*
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* @return Pointer to the stream object, nullptr in case of a failure.
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*/
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SeekableReadStream *createReadStreamForAltStream(AltStreamType altStreamType) const override;
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/**
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* Create a WriteStream instance corresponding to the file
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* referred by this node. This assumes that the node actually refers
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* to a readable file. If this is not the case, 0 is returned.
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*
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* @return Pointer to the stream object, 0 in case of a failure.
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*/
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SeekableWriteStream *createWriteStream() const;
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/**
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* Create a directory referred by this node. This assumes that this
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* node refers to a non-existing directory. If this is not the case,
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* false is returned.
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*
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* @return True if the directory was created, false otherwise.
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*/
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bool createDirectory() const;
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};
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/**
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* FSDirectory models a directory tree from the file system and allows users
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* to access it through the Archive interface. Searching is case-insensitive,
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* since the intended goal is to support retrieval of game data.
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*
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* FSDirectory can represent a single directory, or a tree with specified depth,
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* depending on the value passed to the 'depth' parameter in the constructors.
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* In the default mode, file names are cached with their relative path,
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* with elements separated by slashes, e.g.:
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* @code
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* c:\my\data\file.ext
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* @endcode
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* would be cached as 'data/file.ext' if FSDirectory was created on 'c:/my' with
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* depth > 1. If depth was 1, then the 'data' subdirectory would have been
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* ignored, instead.
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* Again, only SLASHES are used as separators independently from the
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* underlying file system.
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*
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* Relative paths can be specified when calling matching functions like createReadStreamForMember(),
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* hasFile(), listMatchingMembers(), and listMembers(). See the function-specific
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* documentation for more information.
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*
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* If the 'flat' argument to the constructor is true, files in subdirectories
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* are cached without the relative path, so in the following example:
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* @code
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* c:\my\data\file.ext
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* @endcode
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* would be cached as 'file.ext'.
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*
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* When the 'ignoreClashes' argument to the constructor is true, name clashes are
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* expected by the engine. It means that files that clash should be identical and
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* getSubDirectory should not be used on clashing directories. This flag is useful
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* in flat mode when there are directories with the same name at different places in the
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* tree whose name is not relevant for the engine code.
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*
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* Client code can customize the cache by using constructors with the 'prefix'
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* parameter. In this case, the prefix is prepended to each entry in the cache,
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* and effectively treated as a 'virtual' parent subdirectory. FSDirectory adds
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* a trailing slash to the prefix if needed. Following on with the previous example
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* and using 'your' as a prefix, the cache entry would have been 'your/data/file.ext'.
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* This is done both in non-flat and flat mode.
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*
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*/
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class FSDirectory : public Archive {
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FSNode _node;
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int _depth;
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bool _flat;
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bool _ignoreClashes;
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bool _includeDirectories;
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Path _prefix; // string that is prepended to each cache item key
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void setPrefix(const Path &prefix);
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// Caches are case insensitive, clashes are dealt with when creating
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// Key is stored in lowercase.
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typedef HashMap<Path, FSNode, Path::IgnoreCaseAndMac_Hash, Path::IgnoreCaseAndMac_EqualTo> NodeCache;
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mutable NodeCache _fileCache, _subDirCache;
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mutable bool _cached;
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// look for a match
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FSNode *lookupCache(NodeCache &cache, const Path &name) const;
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// cache management
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void cacheDirectoryRecursive(FSNode node, int depth, const Path& prefix) const;
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// fill cache if not already cached
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void ensureCached() const;
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public:
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/**
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* Create a FSDirectory representing a tree with the specified depth. Will result in an
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* unbound FSDirectory if name is not found in the file system or if the node is not a
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* valid directory.
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*/
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FSDirectory(const Path &name, int depth = 1, bool flat = false,
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bool ignoreClashes = false, bool includeDirectories = false);
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/**
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* @overload
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*/
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FSDirectory(const FSNode &node, int depth = 1, bool flat = false,
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bool ignoreClashes = false, bool includeDirectories = false);
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/**
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* Create a FSDirectory representing a tree with the specified depth. The parameter
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* prefix is prepended to the keys in the cache. See @ref FSDirectory.
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*/
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FSDirectory(const Path &prefix, const Path &name, int depth = 1,
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bool flat = false, bool ignoreClashes = false, bool includeDirectories = false);
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/**
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* @overload
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*/
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FSDirectory(const Path &prefix, const FSNode &node, int depth = 1,
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bool flat = false, bool ignoreClashes = false, bool includeDirectories = false);
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virtual ~FSDirectory();
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/**
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* Return the underlying FSNode of the FSDirectory.
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*/
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FSNode getFSNode() const;
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/**
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* Create a new FSDirectory pointing to a subdirectory of the instance.
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* @return A new FSDirectory instance.
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*/
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FSDirectory *getSubDirectory(const Path &name, int depth = 1, bool flat = false,
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bool ignoreClashes = false);
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/**
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* Create a new FSDirectory pointing to a subdirectory of the instance. See FSDirectory
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* for an explanation of the prefix parameter.
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* @return A new FSDirectory instance.
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*/
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FSDirectory *getSubDirectory(const Path &prefix, const Path &name, int depth = 1,
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bool flat = false, bool ignoreClashes = false);
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/**
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* Check for the existence of a file in the cache. A full match of relative path and file name
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* is needed for success.
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*/
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bool hasFile(const Path &path) const override;
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/**
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* Check if a specified subpath is a directory.
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*/
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bool isPathDirectory(const Path &path) const override;
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/**
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* Return a list of matching file names. Pattern can use GLOB wildcards.
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*/
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int listMatchingMembers(ArchiveMemberList &list, const Path &pattern, bool matchPathComponents = false) const override;
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/**
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* Return a list of all the files in the cache.
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*/
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int listMembers(ArchiveMemberList &list) const override;
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/**
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* Get an ArchiveMember representation of the specified file. A full match of relative
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* path and file name is needed for success.
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*/
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const ArchiveMemberPtr getMember(const Path &path) const override;
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/**
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* Open the specified file. A full match of relative path and file name is needed
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* for success.
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*/
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SeekableReadStream *createReadStreamForMember(const Path &path) const override;
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/**
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* Open an alternate stream for a specified file. A full match of relative path and file name is needed
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* for success.
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*/
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SeekableReadStream *createReadStreamForMemberAltStream(const Path &path, AltStreamType altStreamType) const override;
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};
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/** @} */
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} // End of namespace Common
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#endif //COMMON_FS_H
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