/* 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& buf, size_t size) const { return io::Load(m_path / name, buf.get(), size); } Status RealDirectory::Store(const OsPath& name, const std::shared_ptr& 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())); }