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/* 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.
*
*/
#ifndef WINDOWS_FILESYSTEM_H
#define WINDOWS_FILESYSTEM_H
#include "backends/fs/abstract-fs.h"
#if defined(ARRAYSIZE)
#undef ARRAYSIZE
#endif
#include <windows.h>
// winnt.h defines ARRAYSIZE, but we want our own one...
#undef ARRAYSIZE
#ifdef _WIN32_WCE
#undef GetCurrentDirectory
#endif
#include <io.h>
#include <stdio.h>
#include <stdlib.h>
#include <tchar.h>
/**
* Implementation of the ScummVM file system API based on Windows API.
*
* Parts of this class are documented in the base interface class, AbstractFSNode.
*/
class WindowsFilesystemNode : public AbstractFSNode {
protected:
Common::String _displayName;
Common::String _path;
bool _isDirectory;
bool _isPseudoRoot;
bool _isValid;
public:
/**
* Creates a WindowsFilesystemNode with the root node as path.
*
* In regular windows systems, a virtual root path is used "".
* In windows CE, the "\" root is used instead.
*/
WindowsFilesystemNode();
/**
* Creates a WindowsFilesystemNode for a given path.
*
* Examples:
* path=c:\foo\bar.txt, currentDir=false -> c:\foo\bar.txt
* path=c:\foo\bar.txt, currentDir=true -> current directory
* path=NULL, currentDir=true -> current directory
*
* @param path Common::String with the path the new node should point to.
* @param currentDir if true, the path parameter will be ignored and the resulting node will point to the current directory.
*/
WindowsFilesystemNode(const Common::String &path, const bool currentDir);
virtual bool exists() const;
virtual Common::String getDisplayName() const { return _displayName; }
virtual Common::String getName() const { return _displayName; }
virtual Common::String getPath() const { return _path; }
virtual bool isDirectory() const { return _isDirectory; }
virtual bool isReadable() const;
virtual bool isWritable() const;
virtual AbstractFSNode *getChild(const Common::String &n) const;
virtual bool getChildren(AbstractFSList &list, ListMode mode, bool hidden) const;
virtual AbstractFSNode *getParent() const;
virtual Common::SeekableReadStream *createReadStream();
virtual Common::WriteStream *createWriteStream();
virtual bool create(bool isDirectoryFlag);
private:
/**
* Adds a single WindowsFilesystemNode to a given list.
* This method is used by getChildren() to populate the directory entries list.
*
* @param list List to put the file entry node in.
* @param mode Mode to use while adding the file entry to the list.
* @param base Common::String with the directory being listed.
* @param hidden true if hidden files should be added, false otherwise
* @param find_data Describes a file that the FindFirstFile, FindFirstFileEx, or FindNextFile functions find.
*/
static void addFile(AbstractFSList &list, ListMode mode, const char *base, bool hidden, WIN32_FIND_DATA* find_data);
/**
* Converts a Unicode string to Ascii format.
*
* @param str Common::String to convert from Unicode to Ascii.
* @return str in Ascii format.
*/
static char *toAscii(TCHAR *str);
/**
* Converts an Ascii string to Unicode format.
*
* @param str Common::String to convert from Ascii to Unicode.
* @return str in Unicode format.
*/
static const TCHAR* toUnicode(const char *str);
};
#endif
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