/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 2 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #if defined(__WII__) #include "backends/fs/abstract-fs.h" #include #include #include #include /** * Implementation of the ScummVM file system API based on Wii. * * Parts of this class are documented in the base interface class, AbstractFilesystemNode. */ class WiiFilesystemNode : public AbstractFilesystemNode { protected: String _displayName; String _path; bool _isDirectory, _isReadable, _isWritable; public: /** * Creates a WiiFilesystemNode with the root node as path. */ WiiFilesystemNode(); /** * Creates a WiiFilesystemNode for a given path. * * @param path String with the path the new node should point to. * @param verify true if the isValid and isDirectory flags should be verified during the construction. */ WiiFilesystemNode(const String &path, bool verify); virtual bool exists() const; virtual String getDisplayName() const { return _displayName; } virtual String getName() const { return _displayName; } virtual String getPath() const { return _path; } virtual bool isDirectory() const { return _isDirectory; } virtual bool isReadable() const { return _isReadable; } virtual bool isWritable() const { return _isWritable; } virtual AbstractFilesystemNode *getChild(const String &n) const; virtual bool getChildren(AbstractFSList &list, ListMode mode, bool hidden) const; virtual AbstractFilesystemNode *getParent() const; private: virtual void setFlags(); }; /** * Returns the last component of a given path. * * Examples: * /foo/bar.txt would return /bar.txt * /foo/bar/ would return /bar/ * * @param str String containing the path. * @return Pointer to the first char of the last component inside str. */ const char *lastPathComponent(const Common::String &str) { if(str.empty()) return ""; const char *start = str.c_str(); const char *cur = start + str.size() - 2; while (cur >= start && *cur != '/') { --cur; } return cur + 1; } void WiiFilesystemNode::setFlags() { struct stat st; _isDirectory = false; _isReadable = false; _isWritable = false; if (!stat(_path.c_str(), &st)) { _isDirectory = S_ISDIR(st.st_mode); _isReadable = (st.st_mode & S_IRUSR) > 0; _isWritable = (st.st_mode & S_IWUSR) > 0; } } WiiFilesystemNode::WiiFilesystemNode() { // The root dir. _path = "fat:/"; _displayName = _path; setFlags(); } WiiFilesystemNode::WiiFilesystemNode(const String &p, bool verify) { assert(p.size() > 0); _path = p; _displayName = lastPathComponent(_path); if (verify) setFlags(); } bool WiiFilesystemNode::exists() const { struct stat st; return stat(_path.c_str (), &st) == 0; } AbstractFilesystemNode *WiiFilesystemNode::getChild(const String &n) const { assert(_isDirectory); String newPath(_path); if (newPath.lastChar() != '/') newPath += '/'; newPath += n; return new WiiFilesystemNode(newPath, true); } bool WiiFilesystemNode::getChildren(AbstractFSList &myList, ListMode mode, bool hidden) const { assert(_isDirectory); DIR_ITER* dp = diropen (_path.c_str()); if (dp == NULL) return false; char filename[MAXPATHLEN]; struct stat st; while (dirnext(dp, filename, &st) == 0) { if (strcmp(filename, ".") == 0 || strcmp(filename, "..") == 0) continue; String newPath(_path); if (newPath.lastChar() != '/') newPath += '/'; newPath += filename; bool isDir = S_ISDIR(st.st_mode); if ((mode == FilesystemNode::kListFilesOnly && isDir) || (mode == FilesystemNode::kListDirectoriesOnly && !isDir)) continue; if (isDir) newPath += '/'; myList.push_back(new WiiFilesystemNode(newPath, true)); } dirclose(dp); return true; } AbstractFilesystemNode *WiiFilesystemNode::getParent() const { if (_path == "/") return 0; const char *start = _path.c_str(); const char *end = lastPathComponent(_path); return new WiiFilesystemNode(String(start, end - start), true); } #endif //#if defined(__WII__)