stk-code_catmod/src/io/file_manager.hpp
hiker 78c592e4e5 Added a file with a 'unique filename' with version number which is used by STK
to detect that stk is reading the right data files (and therefore avoids #2073,
in which stk finds the wrong data directory).
2015-07-31 22:06:21 +10:00

184 lines
7.3 KiB
C++

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