c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
143 lines
4.6 KiB
C++
143 lines
4.6 KiB
C++
/*************************************************************************/
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/* dir_access.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef DIR_ACCESS_H
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#define DIR_ACCESS_H
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#include "typedefs.h"
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#include "ustring.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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//@ TOOD, excellent candidate for THREAD_SAFE MACRO, should go through all these and add THREAD_SAFE where it applies
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class DirAccess {
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public:
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enum AccessType {
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ACCESS_RESOURCES,
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ACCESS_USERDATA,
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ACCESS_FILESYSTEM,
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ACCESS_MAX
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};
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typedef DirAccess*(*CreateFunc)();
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private:
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AccessType _access_type;
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static CreateFunc create_func[ACCESS_MAX]; ///< set this to instance a filesystem object
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protected:
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String _get_root_path() const;
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String _get_root_string() const;
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String fix_path(String p_path) const;
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bool next_is_dir;
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template<class T>
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static DirAccess* _create_builtin() {
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return memnew( T );
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}
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public:
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virtual bool list_dir_begin()=0; ///< This starts dir listing
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virtual String get_next(bool* p_is_dir); // compatibility
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virtual String get_next()=0;
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virtual bool current_is_dir() const=0;
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virtual bool current_is_hidden() const=0;
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virtual void list_dir_end()=0; ///<
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virtual int get_drive_count()=0;
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virtual String get_drive(int p_drive)=0;
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virtual int get_current_drive();
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virtual Error change_dir(String p_dir)=0; ///< can be relative or absolute, return false on success
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virtual String get_current_dir()=0; ///< return current dir location
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virtual Error make_dir(String p_dir)=0;
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virtual Error make_dir_recursive(String p_dir);
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virtual Error erase_contents_recursive(); //super dangerous, use with care!
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virtual bool file_exists(String p_file)=0;
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virtual bool dir_exists(String p_dir)=0;
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static bool exists(String p_dir);
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virtual size_t get_space_left()=0;
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virtual Error copy(String p_from,String p_to);
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virtual Error rename(String p_from, String p_to)=0;
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virtual Error remove(String p_name)=0;
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static String get_full_path(const String& p_path,AccessType p_access);
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static DirAccess *create_for_path(const String& p_path);
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/*
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enum DirType {
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FILE_TYPE_INVALID,
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FILE_TYPE_FILE,
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FILE_TYPE_DIR,
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};
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//virtual DirType get_file_type() const=0;
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*/
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static DirAccess *create(AccessType p_access);
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template<class T>
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static void make_default(AccessType p_access) {
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create_func[p_access]=_create_builtin<T>;
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}
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static DirAccess *open(const String& p_path,Error *r_error=NULL);
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DirAccess();
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virtual ~DirAccess();
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};
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struct DirAccessRef {
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_FORCE_INLINE_ DirAccess* operator->() {
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return f;
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}
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operator bool() const { return f!=NULL; }
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DirAccess *f;
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DirAccessRef(DirAccess *fa) { f = fa; }
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~DirAccessRef() { if (f) memdelete(f); }
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};
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#endif
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