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