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/* Copyright (C) 2021 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "precompiled.h"
#include "lib/file/common/real_directory.h"
#include "lib/sysdep/filesystem.h"
#include "lib/file/file.h"
#include "lib/file/io/io.h"
RealDirectory::RealDirectory(const OsPath& path, size_t priority, size_t flags)
: m_path(path), m_priority(priority), m_flags(flags)
{
ENSURE(path.IsDirectory());
}
/*virtual*/ size_t RealDirectory::Precedence() const
{
return 1u;
}
/*virtual*/ wchar_t RealDirectory::LocationCode() const
{
return 'F';
}
/*virtual*/ Status RealDirectory::Load(const OsPath& name, const std::shared_ptr<u8>& buf, size_t size) const
{
return io::Load(m_path / name, buf.get(), size);
}
Status RealDirectory::Store(const OsPath& name, const std::shared_ptr<u8>& fileContents, size_t size)
{
return io::Store(m_path / name, fileContents.get(), size);
}
void RealDirectory::Watch()
{
if(!m_watch)
(void)dir_watch_Add(m_path, m_watch);
}
PRealDirectory CreateRealSubdirectory(const PRealDirectory& realDirectory, const OsPath& subdirectoryName)
{
const OsPath path = realDirectory->Path() / subdirectoryName/"";
return PRealDirectory(new RealDirectory(path, realDirectory->Priority(), realDirectory->Flags()));
}
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