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266 lines
13 KiB
C++
266 lines
13 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "IReferenceCounted.h"
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#include "IFileArchive.h"
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namespace irr
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{
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namespace video
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{
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class IVideoDriver;
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} // end namespace video
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namespace io
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{
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class IReadFile;
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class IWriteFile;
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class IFileList;
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class IAttributes;
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//! The FileSystem manages files and archives and provides access to them.
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/** It manages where files are, so that modules which use the the IO do not
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need to know where every file is located. A file could be in a .zip-Archive or
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as file on disk, using the IFileSystem makes no difference to this. */
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class IFileSystem : public virtual IReferenceCounted
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{
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public:
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//! Opens a file for read access.
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/** \param filename: Name of file to open.
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\return Pointer to the created file interface.
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The returned pointer should be dropped when no longer needed.
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See IReferenceCounted::drop() for more information. */
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virtual IReadFile *createAndOpenFile(const path &filename) = 0;
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//! Creates an IReadFile interface for accessing memory like a file.
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/** This allows you to use a pointer to memory where an IReadFile is requested.
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\param memory: A pointer to the start of the file in memory
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\param len: The length of the memory in bytes
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\param fileName: The name given to this file
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\param deleteMemoryWhenDropped: True if the memory should be deleted
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along with the IReadFile when it is dropped.
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\return Pointer to the created file interface.
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The returned pointer should be dropped when no longer needed.
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See IReferenceCounted::drop() for more information.
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*/
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virtual IReadFile *createMemoryReadFile(const void *memory, s32 len, const path &fileName, bool deleteMemoryWhenDropped = false) = 0;
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//! Creates an IReadFile interface for accessing files inside files.
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/** This is useful e.g. for archives.
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\param fileName: The name given to this file
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\param alreadyOpenedFile: Pointer to the enclosing file
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\param pos: Start of the file inside alreadyOpenedFile
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\param areaSize: The length of the file
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\return A pointer to the created file interface.
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The returned pointer should be dropped when no longer needed.
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See IReferenceCounted::drop() for more information.
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*/
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virtual IReadFile *createLimitReadFile(const path &fileName,
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IReadFile *alreadyOpenedFile, long pos, long areaSize) = 0;
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//! Creates an IWriteFile interface for accessing memory like a file.
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/** This allows you to use a pointer to memory where an IWriteFile is requested.
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You are responsible for allocating enough memory.
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\param memory: A pointer to the start of the file in memory (allocated by you)
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\param len: The length of the memory in bytes
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\param fileName: The name given to this file
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\param deleteMemoryWhenDropped: True if the memory should be deleted
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along with the IWriteFile when it is dropped.
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\return Pointer to the created file interface.
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The returned pointer should be dropped when no longer needed.
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See IReferenceCounted::drop() for more information.
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*/
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virtual IWriteFile *createMemoryWriteFile(void *memory, s32 len, const path &fileName, bool deleteMemoryWhenDropped = false) = 0;
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//! Opens a file for write access.
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/** \param filename: Name of file to open.
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\param append: If the file already exist, all write operations are
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appended to the file.
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\return Pointer to the created file interface. 0 is returned, if the
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file could not created or opened for writing.
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The returned pointer should be dropped when no longer needed.
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See IReferenceCounted::drop() for more information. */
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virtual IWriteFile *createAndWriteFile(const path &filename, bool append = false) = 0;
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//! Adds an archive to the file system.
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/** After calling this, the Irrlicht Engine will also search and open
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files directly from this archive. This is useful for hiding data from
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the end user, speeding up file access and making it possible to access
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for example Quake3 .pk3 files, which are just renamed .zip files. By
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default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
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archives. You can provide your own archive types by implementing
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IArchiveLoader and passing an instance to addArchiveLoader.
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Irrlicht supports AES-encrypted zip files, and the advanced compression
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techniques lzma and bzip2.
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\param filename: Filename of the archive to add to the file system.
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\param ignoreCase: If set to true, files in the archive can be accessed without
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writing all letters in the right case.
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\param ignorePaths: If set to true, files in the added archive can be accessed
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without its complete path.
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\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
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the type of archive will depend on the extension of the file name. If
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you use a different extension then you can use this parameter to force
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a specific type of archive.
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\param password An optional password, which is used in case of encrypted archives.
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\param retArchive A pointer that will be set to the archive that is added.
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\return True if the archive was added successfully, false if not. */
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virtual bool addFileArchive(const path &filename, bool ignoreCase = true,
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bool ignorePaths = true,
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E_FILE_ARCHIVE_TYPE archiveType = EFAT_UNKNOWN,
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const core::stringc &password = "",
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IFileArchive **retArchive = 0) = 0;
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//! Adds an archive to the file system.
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/** After calling this, the Irrlicht Engine will also search and open
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files directly from this archive. This is useful for hiding data from
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the end user, speeding up file access and making it possible to access
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for example Quake3 .pk3 files, which are just renamed .zip files. By
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default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
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archives. You can provide your own archive types by implementing
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IArchiveLoader and passing an instance to addArchiveLoader.
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Irrlicht supports AES-encrypted zip files, and the advanced compression
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techniques lzma and bzip2.
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If you want to add a directory as an archive, prefix its name with a
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slash in order to let Irrlicht recognize it as a folder mount (mypath/).
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Using this technique one can build up a search order, because archives
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are read first, and can be used more easily with relative filenames.
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\param file: Archive to add to the file system.
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\param ignoreCase: If set to true, files in the archive can be accessed without
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writing all letters in the right case.
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\param ignorePaths: If set to true, files in the added archive can be accessed
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without its complete path.
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\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
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the type of archive will depend on the extension of the file name. If
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you use a different extension then you can use this parameter to force
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a specific type of archive.
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\param password An optional password, which is used in case of encrypted archives.
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\param retArchive A pointer that will be set to the archive that is added.
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\return True if the archive was added successfully, false if not. */
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virtual bool addFileArchive(IReadFile *file, bool ignoreCase = true,
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bool ignorePaths = true,
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E_FILE_ARCHIVE_TYPE archiveType = EFAT_UNKNOWN,
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const core::stringc &password = "",
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IFileArchive **retArchive = 0) = 0;
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//! Adds an archive to the file system.
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/** \param archive: The archive to add to the file system.
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\return True if the archive was added successfully, false if not. */
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virtual bool addFileArchive(IFileArchive *archive) = 0;
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//! Get the number of archives currently attached to the file system
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virtual u32 getFileArchiveCount() const = 0;
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//! Removes an archive from the file system.
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/** This will close the archive and free any file handles, but will not
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close resources which have already been loaded and are now cached, for
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example textures and meshes.
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\param index: The index of the archive to remove
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\return True on success, false on failure */
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virtual bool removeFileArchive(u32 index) = 0;
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//! Removes an archive from the file system.
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/** This will close the archive and free any file handles, but will not
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close resources which have already been loaded and are now cached, for
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example textures and meshes. Note that a relative filename might be
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interpreted differently on each call, depending on the current working
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directory. In case you want to remove an archive that was added using
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a relative path name, you have to change to the same working directory
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again. This means, that the filename given on creation is not an
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identifier for the archive, but just a usual filename that is used for
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locating the archive to work with.
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\param filename The archive pointed to by the name will be removed
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\return True on success, false on failure */
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virtual bool removeFileArchive(const path &filename) = 0;
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//! Removes an archive from the file system.
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/** This will close the archive and free any file handles, but will not
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close resources which have already been loaded and are now cached, for
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example textures and meshes.
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\param archive The archive to remove.
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\return True on success, false on failure */
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virtual bool removeFileArchive(const IFileArchive *archive) = 0;
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//! Changes the search order of attached archives.
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/**
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\param sourceIndex: The index of the archive to change
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\param relative: The relative change in position, archives with a lower index are searched first */
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virtual bool moveFileArchive(u32 sourceIndex, s32 relative) = 0;
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//! Get the archive at a given index.
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virtual IFileArchive *getFileArchive(u32 index) = 0;
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//! Adds an external archive loader to the engine.
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/** Use this function to add support for new archive types to the
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engine, for example proprietary or encrypted file storage. */
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virtual void addArchiveLoader(IArchiveLoader *loader) = 0;
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//! Gets the number of archive loaders currently added
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virtual u32 getArchiveLoaderCount() const = 0;
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//! Retrieve the given archive loader
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/** \param index The index of the loader to retrieve. This parameter is an 0-based
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array index.
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\return A pointer to the specified loader, 0 if the index is incorrect. */
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virtual IArchiveLoader *getArchiveLoader(u32 index) const = 0;
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//! Get the current working directory.
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/** \return Current working directory as a string. */
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virtual const path &getWorkingDirectory() = 0;
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//! Changes the current working directory.
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/** \param newDirectory: A string specifying the new working directory.
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The string is operating system dependent. Under Windows it has
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the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\"
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\return True if successful, otherwise false. */
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virtual bool changeWorkingDirectoryTo(const path &newDirectory) = 0;
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//! Converts a relative path to an absolute (unique) path, resolving symbolic links if required
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/** \param filename Possibly relative file or directory name to query.
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\result Absolute filename which points to the same file. */
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virtual path getAbsolutePath(const path &filename) const = 0;
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//! Get the directory a file is located in.
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/** \param filename: The file to get the directory from.
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\return String containing the directory of the file. */
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virtual path getFileDir(const path &filename) const = 0;
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//! Get the base part of a filename, i.e. the name without the directory part.
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/** If no directory is prefixed, the full name is returned.
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\param filename: The file to get the basename from
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\param keepExtension True if filename with extension is returned otherwise everything
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after the final '.' is removed as well. */
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virtual path getFileBasename(const path &filename, bool keepExtension = true) const = 0;
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//! flatten a path and file name for example: "/you/me/../." becomes "/you"
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virtual path &flattenFilename(path &directory, const path &root = "/") const = 0;
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//! Get the relative filename, relative to the given directory
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virtual path getRelativeFilename(const path &filename, const path &directory) const = 0;
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//! Creates a list of files and directories in the current working directory and returns it.
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/** \return a Pointer to the created IFileList is returned. After the list has been used
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it has to be deleted using its IFileList::drop() method.
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See IReferenceCounted::drop() for more information. */
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virtual IFileList *createFileList() = 0;
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//! Creates an empty filelist
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/** \return a Pointer to the created IFileList is returned. After the list has been used
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it has to be deleted using its IFileList::drop() method.
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See IReferenceCounted::drop() for more information. */
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virtual IFileList *createEmptyFileList(const io::path &path, bool ignoreCase, bool ignorePaths) = 0;
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//! Set the active type of file system.
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virtual EFileSystemType setFileListSystem(EFileSystemType listType) = 0;
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//! Determines if a file exists and could be opened.
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/** \param filename is the string identifying the file which should be tested for existence.
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\return True if file exists, and false if it does not exist or an error occurred. */
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virtual bool existFile(const path &filename) const = 0;
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};
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} // end namespace io
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} // end namespace irr
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