to detect that stk is reading the right data files (and therefore avoids #2073, in which stk finds the wrong data directory).
184 lines
7.3 KiB
C++
184 lines
7.3 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2004-2015 Steve Baker <sjbaker1@airmail.net>
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// Copyright (C) 2008-2015 Steve Baker, Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_FILE_MANAGER_HPP
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#define HEADER_FILE_MANAGER_HPP
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/**
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* \defgroup io
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* Contains generic utility classes for file I/O (especially XML handling).
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*/
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#include <string>
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#include <vector>
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#include <set>
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#include <irrString.h>
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#include <IFileSystem.h>
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namespace irr { class IrrlichtDevice; }
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using namespace irr;
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#include "io/xml_node.hpp"
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#include "utils/no_copy.hpp"
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/**
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* \brief class handling files and paths
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* \ingroup io
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*/
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class FileManager : public NoCopy
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{
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public:
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/** The various asset types (and directories) STK might request.
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* The last entry ASSET_COUNT specifies the number of entries. */
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enum AssetType {ASSET_MIN,
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CHALLENGE=ASSET_MIN,
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FONT, GFX, GRANDPRIX, GUI, LIBRARY, MODEL, MUSIC,
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SCRIPT, SFX, SHADER, SKIN, TEXTURE,
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TRANSLATION, ASSET_MAX = TRANSLATION,
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ASSET_COUNT};
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private:
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/** The names of the various subdirectories of the asset types. */
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std::vector< std::string > m_subdir_name;
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/** Handle to irrlicht's file systems. */
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io::IFileSystem *m_file_system;
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/** Directory where user config files are stored. */
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std::string m_user_config_dir;
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/** Directory where addons are stored. */
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std::string m_addons_dir;
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/** The list of all root directories. */
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static std::vector<std::string> m_root_dirs;
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/** Directory to store screenshots in. */
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std::string m_screenshot_dir;
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/** Directory where resized textures are cached. */
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std::string m_cached_textures_dir;
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/** Directory where user-defined grand prix are stored. */
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std::string m_gp_dir;
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std::vector<std::string>
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m_texture_search_path,
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m_model_search_path,
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m_music_search_path;
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bool findFile(std::string& full_path,
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const std::string& fname,
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const std::vector<std::string>& search_path)
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const;
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void makePath(std::string& path, const std::string& dir,
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const std::string& fname) const;
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bool checkAndCreateDirectory(const std::string &path);
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io::path createAbsoluteFilename(const std::string &f);
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void checkAndCreateConfigDir();
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bool isDirectory(const std::string &path) const;
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void checkAndCreateAddonsDir();
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void checkAndCreateScreenshotDir();
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void checkAndCreateCachedTexturesDir();
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void checkAndCreateGPDir();
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void discoverPaths();
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#if !defined(WIN32) && !defined(__CYGWIN__) && !defined(__APPLE__)
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std::string checkAndCreateLinuxDir(const char *env_name,
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const char *dir_name,
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const char *fallback1,
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const char *fallback2=NULL);
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#endif
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public:
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FileManager();
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~FileManager();
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void init();
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static void addRootDirs(const std::string &roots);
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io::IXMLReader *createXMLReader(const std::string &filename);
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XMLNode *createXMLTree(const std::string &filename);
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XMLNode *createXMLTreeFromString(const std::string & content);
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std::string getScreenshotDir() const;
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std::string getCachedTexturesDir() const;
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std::string getGPDir() const;
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std::string getTextureCacheLocation(const std::string& filename);
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bool checkAndCreateDirectoryP(const std::string &path);
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const std::string &getAddonsDir() const;
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std::string getAddonsFile(const std::string &name);
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void checkAndCreateDirForAddons(const std::string &dir);
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bool removeFile(const std::string &name) const;
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bool removeDirectory(const std::string &name) const;
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bool copyFile(const std::string &source, const std::string &dest);
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std::vector<std::string>getMusicDirs() const;
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std::string getAssetChecked(AssetType type, const std::string& name,
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bool abort_on_error=false) const;
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std::string getAsset(AssetType type, const std::string &name) const;
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std::string getAsset(const std::string &name) const;
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std::string searchMusic(const std::string& file_name) const;
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std::string searchTexture(const std::string& fname) const;
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std::string getUserConfigFile(const std::string& fname) const;
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bool fileExists(const std::string& path) const;
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// ------------------------------------------------------------------------
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/** Convenience function to save some typing in the
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* file manager constructor. */
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bool fileExists(const char *prefix, const std::string& path) const
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{
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return fileExists(std::string(prefix) + path);
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}
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// ------------------------------------------------------------------------
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void listFiles (std::set<std::string>& result,
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const std::string& dir,
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bool make_full_path=false) const;
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void pushTextureSearchPath(const std::string& path);
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void pushModelSearchPath(const std::string& path);
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void popTextureSearchPath();
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void popModelSearchPath();
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void popMusicSearchPath();
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void redirectOutput();
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bool fileIsNewer(const std::string& f1, const std::string& f2) const;
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// ------------------------------------------------------------------------
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/** Returns the irrlicht file system. */
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irr::io::IFileSystem* getFileSystem() { return m_file_system; }
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// ------------------------------------------------------------------------
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/** Adds a directory to the music search path (or stack).
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*/
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void pushMusicSearchPath(const std::string& path)
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{
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m_music_search_path.push_back(path);
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} // pushMusicSearchPath
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// ------------------------------------------------------------------------
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/** Returns the full path to a shader (this function could be modified
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* later to allow track-specific shaders).
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* \param name Name of the shader.
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*/
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std::string getShader(const std::string &name) const
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{
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return getAsset(SHADER, name);
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} // getShader
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}; // FileManager
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extern FileManager* file_manager;
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#endif
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