scummvm/common/fs.h
2008-07-20 13:16:56 +00:00

229 lines
8.2 KiB
C++

/* Residual - Virtual machine to run LucasArts' 3D adventure games
*
* Residual is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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_FS_H
#define COMMON_FS_H
#include "common/array.h"
#include "common/ptr.h"
#include "common/str.h"
//namespace Common {
class FilesystemNode;
class AbstractFilesystemNode;
/**
* List of multiple file system nodes. E.g. the contents of a given directory.
* This is subclass instead of just a typedef so that we can use forward
* declarations of it in other places.
*/
class FSList : public Common::Array<FilesystemNode> {};
/**
* FilesystemNode provides an abstraction for file paths, allowing for portable
* file system browsing. To this ends, 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's left to them whether / or \ or : is the path separator :-);
* but it is also possible to use inodes or vrefs (MacOS 9) or anything else.
*
* NOTE: Backends still have to provide a way to extract a path from a FSIntern
*
* You may ask now: "isn't this cheating? Why do we go through all this when we use
* a path in the end anyway?!?".
* Well, for once as long as we don't provide our own file open/read/write API, we
* still have to use fopen(). Since all our targets already support fopen(), it should
* be possible to get a fopen() compatible string for any file system node.
*
* Secondly, with this abstraction layer, we still avoid a lot of complications based on
* differences in FS roots, different path separators, or even systems with no real
* paths (MacOS 9 doesn't even have the notion of a "current directory").
* And if we ever want to support devices with no FS in the classical sense (Palm...),
* we can build upon this.
*
* This class acts as a wrapper around the AbstractFilesystemNode class defined in backends/fs.
*/
class FilesystemNode {
private:
Common::SharedPtr<AbstractFilesystemNode> _realNode;
FilesystemNode(AbstractFilesystemNode *realNode);
public:
/**
* Flag to tell listDir() which kind of files to list.
*/
enum ListMode {
kListFilesOnly = 1,
kListDirectoriesOnly = 2,
kListAll = 3
};
/**
* Create a new pathless FilesystemNode. Since there's no path associated
* with this node, path-related operations (i.e. exists(), isDirectory(),
* getPath()) will always return false or raise an assertion.
*/
FilesystemNode();
/**
* Create a new FilesystemNode referring to the specified path. This is
* the counterpart to the path() method.
*
* If 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 doesn't support the concept), some other directory is
* used (usually the root directory).
*/
explicit FilesystemNode(const Common::String &path);
virtual ~FilesystemNode() {}
/**
* Compare the name of this node to the name of another. Directories
* go before normal files.
*/
bool operator<(const FilesystemNode& node) const;
/**
* Indicates whether the object referred by this path exists in the filesystem or not.
*
* @return bool true if the path exists, false otherwise.
*/
virtual bool exists() const;
/**
* Fetch a child node of this node, with the given name. Only valid for
* directory nodes (an assertion is triggered otherwise).
* If no child node with the given name exists, an invalid node is returned.
*/
FilesystemNode getChild(const Common::String &name) const;
/**
* Return a list of child nodes of this directory node. If called on a node
* that does not represent a directory, false is returned.
*
* @return true if succesful, false otherwise (e.g. when the directory does not exist).
*/
virtual bool getChildren(FSList &fslist, ListMode mode = kListDirectoriesOnly, bool hidden = false) 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 Common::String getDisplayName() const;
/**
* Return a string representation of the name of the file. This is can be
* used e.g. by detection code that relies on matching the name of a given
* file. But it is *not* suitable for use with fopen / File::open, nor
* should it be archived.
*
* @return the file name
*/
virtual Common::String getName() const;
/**
* Return a string representation of the file which can be passed to fopen(),
* and 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 fulfills the above criterions.
*
* @note Do not assume that this string contains (back)slashes or any
* other kind of 'path separators'.
*
* @return the 'path' represented by this filesystem node
*/
virtual Common::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.
*/
FilesystemNode getParent() const;
/**
* Indicates whether the path 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.
*/
virtual bool isDirectory() const;
/**
* Indicates whether the object referred by this path can be read from or not.
*
* If the path refers to a directory, readability implies being able to read
* and list the directory entries.
*
* If the path refers to a file, readability implies being able to read the
* contents of the file.
*
* @return bool true if the object can be read, false otherwise.
*/
virtual bool isReadable() const;
/**
* Indicates whether the object referred by this path can be written to or not.
*
* If the path 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 path refers to a file, writability implies being able to write data
* to the file.
*
* @return bool true if the object can be written to, false otherwise.
*/
virtual bool isWritable() const;
/**
* Searches recursively for files matching the specified pattern inside this directory and
* all its subdirectories. It is safe to call this method for non-directories, in this case
* it will just return false.
*
* The files in each directory are scanned first. Other than that, a depth first search
* is performed.
*
* @param results List to put the matches in.
* @param pattern Pattern of the files to look for.
* @param hidden Whether to search hidden files or not.
* @param exhaustive Whether to continue searching after one match has been found.
* @param depth How many levels to search through (-1 = search all subdirs, 0 = only the current one)
*
* @return true if matches could be found, false otherwise.
*/
virtual bool lookupFile(FSList &results, const Common::String &pattern, bool hidden, bool exhaustive, int depth = -1) const;
};
//} // End of namespace Common
#endif //COMMON_FS_H