virtualx-engine/core/os/dir_access.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

143 lines
4.6 KiB
C++

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