mirror of
https://github.com/libretro/scummvm.git
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696897b058
svn-id: r35648
346 lines
12 KiB
C++
346 lines
12 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/archive.h"
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#include "common/ptr.h"
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#include "common/str.h"
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class AbstractFSNode;
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namespace Common {
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class FSNode;
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class SeekableReadStream;
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class WriteStream;
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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 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'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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class FSNode : public ArchiveMember {
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private:
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SharedPtr<AbstractFSNode> _realNode;
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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'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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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 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 FSNode(const String &path);
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virtual ~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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* Indicates whether the object referred by this node exists in the filesystem or not.
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*
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* @return bool true if the node exists, false otherwise.
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*/
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virtual 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 openForWriting() method.
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*
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* @todo If openForWriting() (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 the 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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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 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 String getName() const;
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/**
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* Return a string representation of the file which is suitable for
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* archiving (i.e. writing to the config file). This will usually be a
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* 'path' (hence the name of the method), but can be anything that meets
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* the above criterions. What a 'path' is differs greatly from system to
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* system anyway.
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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 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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FSNode getParent() const;
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/**
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* Indicates 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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virtual bool isDirectory() const;
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/**
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* Indicates 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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virtual bool isReadable() const;
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/**
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* Indicates 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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virtual bool isWritable() const;
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/**
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* Creates 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, 0 in case of a failure
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*/
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virtual SeekableReadStream *openForReading() const;
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/**
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* Creates 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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virtual WriteStream *openForWriting() const;
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// Compatibility with ArchiveMember API.
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SeekableReadStream *open() {
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return openForReading();
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}
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};
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/**
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* FSDirectory models a directory tree from the filesystem 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 supporting 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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* Filenames are cached with their relative path, with elements separated by
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* backslashes, e.g.:
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*
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* c:\my\data\file.ext
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*
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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 BACKSLASHES 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 openFile(),
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* hasFile(), listMatchingMembers() and listMembers(). Please see the function
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* specific comments for more information.
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*
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* Client code can customize cache by using the 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 backslash to prefix if needed. Following on with the previous example
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* and using 'your' as prefix, the cache entry would have been 'your/data/file.ext'.
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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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// 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<String, FSNode, IgnoreCase_Hash, IgnoreCase_EqualTo> NodeCache;
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NodeCache _fileCache, _subDirCache;
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String _prefix; // string that is prepended to each cache item key
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void setPrefix(const String &prefix);
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// look for a match
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FSNode lookupCache(NodeCache &cache, const String &name);
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// cache management
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void cacheDirectoryRecursive(FSNode node, int depth, const String& prefix);
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// fill cache if not already cached
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void ensureCached();
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bool _cached;
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int _depth;
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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 on the filesystem or if the node is not a
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* valid directory.
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*/
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FSDirectory(const String &name, int depth = 1);
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FSDirectory(const FSNode &node, int depth = 1);
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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 class comment.
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*/
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FSDirectory(const String &prefix, const String &name, int depth = 1);
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FSDirectory(const String &prefix, const FSNode &node, int depth = 1);
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virtual ~FSDirectory();
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/**
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* This 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 sub directory of the instance. See class comment
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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 String &name, int depth = 1);
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FSDirectory *getSubDirectory(const String &prefix, const String &name, int depth = 1);
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/**
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* Checks for existence in the cache. A full match of relative path and filename is needed
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* for success.
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*/
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virtual bool hasFile(const String &name);
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/**
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* Returns a list of matching file names. Pattern can use GLOB wildcards.
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*/
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virtual int listMatchingMembers(ArchiveMemberList &list, const String &pattern);
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/**
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* Returns a list of all the files in the cache.
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*/
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virtual int listMembers(ArchiveMemberList &list);
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/**
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* Get a ArchiveMember representation of the specified file. A full match of relative
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* path and filename is needed for success.
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*/
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virtual ArchiveMemberPtr getMember(const String &name);
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/**
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* Open the specified file. A full match of relative path and filename is needed
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* for success.
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*/
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virtual SeekableReadStream *openFile(const String &name);
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};
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} // End of namespace Common
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#endif //COMMON_FS_H
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