mirror of
https://github.com/libretro/scummvm.git
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dbe38029db
svn-id: r31303
229 lines
8.2 KiB
C++
229 lines
8.2 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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/ptr.h"
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#include "common/str.h"
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//namespace Common {
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class FilesystemNode;
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class AbstractFilesystemNode;
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/**
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* List of multiple file system nodes. E.g. the contents of a given directory.
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* This is subclass instead of just a typedef so that we can use forward
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* declarations of it in other places.
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*/
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class FSList : public Common::Array<FilesystemNode> {};
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/**
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* FilesystemNode provides an abstraction for file paths, allowing for portable
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* file system browsing. To this ends, multiple or single roots have to be supported
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* (compare Unix with a 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's left to them whether / or \ 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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* NOTE: Backends still have to provide a way to extract a path from a FSIntern
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*
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* You may ask now: "isn't this cheating? Why do we go through all this when we use
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* a path in the end anyway?!?".
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* Well, for once as long as we don't provide our own file open/read/write API, we
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* still have to use fopen(). Since all our targets already support fopen(), it should
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* be possible to get a fopen() compatible string for any file system node.
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*
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* Secondly, with this abstraction layer, we still avoid a lot of complications based on
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* differences in FS roots, different path separators, or even systems with no real
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* paths (MacOS 9 doesn't even have the notion of a "current directory").
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* And if we ever want to support devices with no FS in the classical sense (Palm...),
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* we can build upon this.
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*
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* This class acts as a wrapper around the AbstractFilesystemNode class defined in backends/fs.
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*/
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class FilesystemNode {
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private:
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Common::SharedPtr<AbstractFilesystemNode> _realNode;
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FilesystemNode(AbstractFilesystemNode *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 FilesystemNode. Since there's 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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FilesystemNode();
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/**
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* Create a new FilesystemNode 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 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 doesn't 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 FilesystemNode(const Common::String &path);
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virtual ~FilesystemNode() {}
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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 FilesystemNode& node) const;
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/**
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* Indicates whether the object referred by this path exists in the filesystem or not.
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*
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* @return bool true if the path exists, false otherwise.
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*/
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virtual bool exists() const;
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/**
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* Fetch a child node of this node, with the given name. Only valid for
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* directory nodes (an assertion is triggered otherwise).
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* If no child node with the given name exists, an invalid node is returned.
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*/
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FilesystemNode getChild(const Common::String &name) const;
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/**
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* Return a list of 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 succesful, false otherwise (e.g. when the directory does not exist).
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*/
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virtual bool getChildren(FSList &fslist, ListMode mode = kListDirectoriesOnly, bool hidden = false) 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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virtual Common::String getDisplayName() const;
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/**
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* Return a string representation of the name of the file. This is 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. But 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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virtual Common::String getName() const;
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/**
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* Return a string representation of the file which can be passed to fopen(),
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* and is suitable for archiving (i.e. writing to the config file).
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* This will usually be a 'path' (hence the name of the method), but can
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* be anything that fulfills the above criterions.
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*
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* @note Do not assume that this string contains (back)slashes or any
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* other kind of 'path separators'.
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*
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* @return the 'path' represented by this filesystem node
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*/
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virtual Common::String 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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FilesystemNode getParent() const;
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/**
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* Indicates whether the path 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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virtual bool isDirectory() const;
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/**
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* Indicates whether the object referred by this path can be read from or not.
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*
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* If the path 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 path 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 bool true if the object can be read, false otherwise.
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*/
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virtual bool isReadable() const;
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/**
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* Indicates whether the object referred by this path can be written to or not.
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*
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* If the path 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 path 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 bool true if the object can be written to, false otherwise.
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*/
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virtual bool isWritable() const;
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/**
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* Searches recursively for files matching the specified pattern inside this directory and
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* all its subdirectories. It is safe to call this method for non-directories, in this case
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* it will just return false.
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*
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* The files in each directory are scanned first. Other than that, a depth first search
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* is performed.
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*
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* @param results List to put the matches in.
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* @param pattern Pattern of the files to look for.
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* @param hidden Whether to search hidden files or not.
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* @param exhaustive Whether to continue searching after one match has been found.
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* @param depth How many levels to search through (-1 = search all subdirs, 0 = only the current one)
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*
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* @return true if matches could be found, false otherwise.
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*/
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virtual bool lookupFile(FSList &results, const Common::String &pattern, bool hidden, bool exhaustive, int depth = -1) const;
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};
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//} // End of namespace Common
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#endif //COMMON_FS_H
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