Files
EVEngine/src/modules/filesystem/Filesystem.h
T
西风逍遥游 7def184397 merge: integrate origin/dev (webgpu-progress, quality-gates) into codex/0.2.0-prep
Resolved conflicts:
- test/*: keep the shared Fixtures.h migration (drop the per-file
  openGfxWindow copies that dev still had).
- vulkan/Graphics.cpp: keep dev's extName loop variable rename AND the
  headless set_headless() line.

Local win32-debug build + headless/sampler/mocks/binding tests pass after
forcing a rebuild of EVProcgen (stale object from the pre-merge tree caused
a duplicate PbrTextureSet::destroy symbol).
2026-08-22 09:37:37 +08:00

314 lines
10 KiB
C++

#pragma once
#include <string>
#include <vector>
#include "common/Capability.h"
#include "common/Exception.h"
#include "common/Module.h"
#include "common/ServiceInterfaces.h"
#include "common/config.h"
#include "filesystem/File.h"
#include "filesystem/FileData.h"
#include <cstdint>
#define EVENGINE_APPDATA_PREFIX ""
#ifdef EVENGINE_WINDOWS
#define EVENGINE_APPDATA_FOLDER "EVE"
#define EVENGINE_PATH_SEPARATOR "/"
#define EVENGINE_MAX_PATH _MAX_PATH
#else
#if defined(EVENGINE_MACOSX) || defined(EVENGINE_IOS)
#define EVENGINE_APPDATA_FOLDER "EVE"
#elif defined(EVENGINE_LINUX)
#define EVENGINE_APPDATA_FOLDER "eve"
#else
#define EVENGINE_APPDATA_PREFIX "."
#define EVENGINE_APPDATA_FOLDER "eve"
#endif
#define EVENGINE_PATH_SEPARATOR "/"
#define EVENGINE_MAX_PATH MAXPATHLEN
#endif
namespace eve::filesystem {
class Filesystem : public Module, public eve::service::IFileSystem {
public:
Module_REG(Filesystem);
struct Info {
// Numbers will be -1 if they cannot be determined.
int64_t size;
int64_t modtime;
std::string type; // file, directory, symlink, other
};
Filesystem() { eve::cap::provide<eve::service::IFileSystem>(this); }
virtual ~Filesystem() {}
bool readFile(const std::string &path, std::vector<uint8_t> &out) override {
try {
FileData *fd = read(path);
if (!fd) return false;
const auto *data = static_cast<const uint8_t *>(fd->getData());
out.assign(data, data + fd->getSize());
delete fd;
return true;
} catch (const eve::Exception &) {
return false;
}
}
bool writeFile(const std::string &path, const void *data, size_t size) override {
try {
write(path, data, int64_t(size));
return true;
} catch (const eve::Exception &) {
return false;
}
}
bool fileExists(const std::string &path) override {
Info info;
return getInfo(path, info);
}
virtual void init(const char* arg0) = 0;
virtual void setFused(bool fused) = 0;
virtual bool isFused() const = 0;
/**
* @brief This sets up the save directory. If the
* it is already set up, nothing happens.
* @return True on success, false otherwise.
**/
virtual bool setupWriteDirectory() = 0;
/**
* @brief This sets the save location on Android.
* False for internal, true for external
* @param external Bool for whether
* Android should use external file storage.
**/
virtual void setAndroidSaveExternal(bool external = false) { this->useExternal = external; }
/**
* @brief Gets whether the Android save is external.
* Returns a bool.
**/
virtual bool isAndroidSaveExternal() const { return useExternal; }
/**
* @brief 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.
**/
virtual bool setIdentity(std::string ident, bool appendToPath = false) = 0;
virtual std::string getIdentity() const = 0;
/**
* @brief Sets the path to the game source.
* This can only be set once.
* @return True on success; false when the source was already set or the
* path does not exist (no exception is thrown for these).
* @param source Path to a directory or a .love-file.
**/
virtual bool setSource(std::string source) = 0;
/**
* @brief Loads the game source from a packaged archive (.eve / zip) held entirely in
* memory and mounts it at "/" (no extraction to disk). The bytes are copied and
* kept alive for the lifetime of the mounted archive.
* This can only be set once.
* @param data Pointer to the archive bytes.
* @param size Number of bytes.
**/
virtual bool setSourceFromMemory(const void* data, size_t size) = 0;
/**
* @brief Gets the path to the game source.
* Returns a 0-length string if the source has not been set.
**/
virtual std::string getSource() const = 0;
/**
* @brief Mounts an archive (path or in-memory Data) at a virtual mountpoint.
* @return True on success; false when the archive is missing or invalid
* (no exception is thrown for these — check the return value).
**/
virtual bool mount(std::string archive, std::string mountpoint, bool appendToPath = false) = 0;
virtual bool mount(Data *data, std::string archivename, std::string mountpoint, bool appendToPath = false) = 0;
/**
* Mounts a real (OS-level) directory at a virtual mountpoint, bypassing the
* safety checks in mount(). Used by hot reload to overlay a writable sync
* directory in front of a read-only bundled/packaged game source.
* @param realDir Absolute OS path to an existing directory.
* @param mountpoint Virtual path to mount at ("" = "/").
* @param appendToPath False = highest priority (searched first).
**/
virtual bool mountRealDirectory(std::string realDir, std::string mountpoint, bool appendToPath = false) = 0;
/** Unmounts a directory previously added via mountRealDirectory(). */
virtual bool unmountRealDirectory(std::string realDir) = 0;
/** @brief Unmounts a previously mounted archive. @return True when unmounted. */
virtual bool unmount(std::string archive) = 0;
/** @brief Unmounts a previously mounted in-memory archive. @return True when unmounted. */
virtual bool unmount(Data *data) = 0;
/**
* @brief Creates a new file.
**/
virtual File *newFile(std::string filename) const = 0;
/**
* @brief 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.
**/
virtual FileData *newFileData(const void *data, std::string filename, size_t size) const;
/**
* @brief Gets the current working directory.
**/
virtual std::string getWorkingDirectory() = 0;
/**
* @brief Gets the user home directory.
**/
virtual std::string getUserDirectory() = 0;
/**
* @brief Gets the APPDATA directory. On Windows, this is the folder
* in the %APPDATA% enviroment variable. On Linux, this is the
* user home folder.
**/
virtual std::string getAppdataDirectory() = 0;
/**
* @brief Gets the full path of the save folder.
**/
virtual std::string getSaveDirectory() = 0;
/**
* @brief Gets the full path to the directory containing the game source.
* For example if the game source is C:\Games\mygame.love, this will return
* C:\Games.
**/
virtual std::string getSourceBaseDirectory() const = 0;
/**
* @brief Gets the real directory path containing the file.
**/
virtual std::string getRealDirectory(std::string filename) const = 0;
/**
* @brief Gets information about the item at the specified filepath. Returns false
* if nothing exists at the path.
**/
virtual bool getInfo(std::string filepath, Info &info) const = 0;
/**
* @brief Creates a directory. Write dir must be set.
* @param dir The directory to create.
**/
virtual bool createDirectory(std::string dir) = 0;
/**
* @brief Removes a file (or directory).
* @param file The file or directory to remove.
**/
virtual bool remove(std::string file) = 0;
/**
* @brief Reads data from a file.
* @param filename The name of the file to read from.
* @param size The size in bytes of the data to read.
**/
virtual FileData *read(std::string filename, int64_t size = File::ALL) const = 0;
/**
* @brief Write data to a file.
* @param filename The name of the file to write to.
* @param data The data to write.
* @param size The size in bytes of the data to write.
**/
virtual void write(std::string filename, const void *data, int64_t size) const = 0;
/**
* @brief Append data to a file, creating it if it doesn't exist.
* @param filename The name of the file to write to.
* @param data The data to append.
* @param size The size in bytes of the data to append.
**/
virtual void append(std::string filename, const void *data, int64_t size) const = 0;
/**
* @brief This "native" method returns a table of all
* files in a given directory.
**/
virtual std::vector<std::string> getDirectoryItems(std::string dir) = 0;
/**
* @brief Enable or disable symbolic link support in love.filesystem.
**/
virtual void setSymlinksEnabled(bool enable) = 0;
/**
* @brief Gets whether symbolic link support is enabled.
**/
virtual bool areSymlinksEnabled() const = 0;
// Require path accessors
// Not const because it's R/W
virtual std::vector<std::string> &getRequirePath() = 0;
virtual std::vector<std::string> &getCRequirePath() = 0;
/**
* @brief Allows a full (OS-dependent) path to be used with Filesystem::mount.
**/
virtual void allowMountingForPath(const std::string &path) = 0;
/**
* @brief Gets whether the given full (OS-dependent) path is a directory.
**/
virtual bool isRealDirectory(const std::string &path) const;
/**
* @brief Gets the full platform-dependent path to the executable.
**/
virtual std::string getExecutablePath() const;
// --- File watch (backend-specific; main-thread poll) ---
/**
* @brief Watch a virtual or absolute OS path (file or directory).
* File watches monitor the parent directory and filter by basename.
* Returns false if the path cannot be resolved to a real directory.
**/
virtual bool watch(std::string path) = 0;
/** @brief Stop watching a path previously passed to watch(). */
virtual bool unwatch(std::string path) = 0;
virtual void unwatchAll() = 0;
virtual int getWatchCount() const = 0;
/**
* @brief Pop next watch event kind: "added"|"removed"|"modified"|"movedFrom"|"movedTo".
* Empty string if queue empty. Path available via getLastWatchPath().
**/
virtual std::string pollWatch() = 0;
virtual std::string getLastWatchPath() const = 0;
virtual std::string getLastWatchRealPath() const = 0;
private:
// Should we save external or internal for Android
bool useExternal = false;
}; // Filesystem
} // namespace eve::filesystem