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  2. love-canvas_getPixel


love-canvas_getPixel / src / modules / filesystem / physfs / Filesystem.h

 * Copyright (c) 2006-2012 LOVE Development Team
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.


// STD
#include <cstdlib>
#include <cstring>
#include <iostream>
#include <string>

#include "common/Module.h"
#include "common/config.h"
#include "common/int.h"
#include "filesystem/FileData.h"
#include "File.h"

// For great CWD. (Current Working Directory)
// Using this instead of boost::filesystem which totally
// cramped our style.
#	include <windows.h>
#	include <direct.h>
#	include <sys/param.h>
#	include <unistd.h>

// In Windows, we would like to use "LOVE" as the
// application folder, but in Linux, we like .love.
#	elif defined(LOVE_LINUX)
#		define LOVE_APPDATA_FOLDER "love"
#	else
#		define LOVE_APPDATA_FOLDER "love"
#	endif

namespace love
namespace filesystem
namespace physfs
class Filesystem : public Module

	// Counts open files.
	int open_count;

	// Pointer used for file reads.
	char *buffer;

	// Contains the current working directory (UTF8).
	std::string cwd;

	// %APPDATA% on Windows.
	std::string appdata;

	// This name will be used to create the folder
	// in the appdata/userdata folder.
	std::string save_identity;

	// Full and relative paths of the game save folder.
	// (Relative to the %APPDATA% folder, meaning that the
	// relative string will look something like: ./LOVE/game)
	std::string save_path_relative, save_path_full;

	// The full path to the source of the game.
	std::string game_source;

	// Workaround for machines without PhysFS 2.0
	bool isInited;

	// Allow saving outside of the LOVE_APPDATA_FOLDER
	// for release 'builds'
	bool release;
	bool releaseSet;





	const char *getName() const;

	void init(const char *arg0);

	void setRelease(bool release);
	bool isRelease() const;

	 * This sets up the save directory. If the
	 * it is already set up, nothing happens.
	 * @return True on success, false otherwise.
	bool setupWriteDirectory();

	 * Sets the name of the save folder.
	 * @param ident The name of the game. Will be used to
	 * to create the folder in the LOVE data folder.
	bool setIdentity(const char *ident);
	const char *getIdentity() const;

	 * Sets the path to the game source.
	 * This can only be set once.
	 * @param source Path to a directory or a .love-file.
	bool setSource(const char *source);

	 * Creates a new file.
	File *newFile(const char *filename);

	 * Creates a new FileData object. Data will be copied.
	 * @param data Pointer to the data.
	 * @param size The size of the data.
	 * @param filename The full filename used to file type identification.
	FileData *newFileData(void *data, unsigned int size, const char *filename);

	 * Creates a new FileData object from base64 data.
	 * @param b64 The base64 data.
	FileData *newFileData(const char *b64, const char *filename);

	 * Gets the current working directory.
	const char *getWorkingDirectory();

	 * Gets the user home directory.
	const char *getUserDirectory();

	 * Gets the APPDATA directory. On Windows, this is the folder
	 * in the %APPDATA% enviroment variable. On Linux, this is the
	 * user home folder.
	const char *getAppdataDirectory();

	 * Gets the full path of the save folder.
	const char *getSaveDirectory();

	 * Checks whether a file exists in the current search path
	 * or not.
	 * @param file The filename to check.
	bool exists(const char *file);

	 * Checks if an existing file really is a directory.
	 * @param file The filename to check.
	bool isDirectory(const char *file);

	 * Checks if an existing file really is a file,
	 * and not a directory.
	 * @param file The filename to check.
	bool isFile(const char *file);

	 * Creates a directory. Write dir must be set.
	 * @param file The directory to create.
	bool mkdir(const char *file);

	 * Removes a file (or directory).
	 * @param file The file or directory to remove.
	bool remove(const char *file);

	 * Opens a file for reading or writing. (Depends
	 * on the mode chosen at the time of creation).
	 * @param file The file to open.
	 * @param mode The mode to open the file in.
	bool open(File *file, File::Mode mode);

	 * Closes a file.
	 * @param file The file to close.
	bool close(File *file);

	 * Reads count bytes from an open file.
	 * The first parameter is either a File or
	 * a string. An optional second parameter specified the
	 * max number of bytes to read.
	int read(lua_State *L);

	 * Write the bytes in data to the file. File
	 * must be opened for write.
	 * The first parameter is either a File or
	 * a string.
	int write(lua_State *L);

	 * Check if end-of-file is reached.
	 * @return True if EOF, false otherwise.
	bool eof(File *file);

	 * Gets the current position in a file.
	 * @param file An open File.
	int tell(File *file);

	 * Seek to a position within a file.
	 * @param pos The position to seek to.
	bool seek(File *file, uint64 pos);

	 * This "native" method returns a table of all
	 * files in a given directory.
	int enumerate(lua_State *L);

	 * Loads a file without running it. The loaded
	 * chunk is returned as a function.
	 * @param filename The filename of the file to load.
	 * @return A function.
	int load(lua_State *L);

	int getLastModified(lua_State *L);

	 * Text file line-reading iterator function used and
	 * pushed on the Lua stack by love.filesystem.lines
	 * and File:lines.
	static int lines_i(lua_State *L);

}; // Filesystem

} // physfs
} // filesystem
} // love