add extremely basic support for opening files in more modes then reading

The "storage path" idea needs to be fleshed out quite a lot more still.
Ideally it should be pointing to OS-specific application-writeable
locations (e.g. ~/Library/Application Support/$APP_NAME/)
This commit is contained in:
Gered 2013-08-29 23:14:56 -04:00
parent da23265904
commit 9bd3a42744
4 changed files with 57 additions and 27 deletions

View file

@ -7,51 +7,65 @@ namespace Blarg.GameFramework.IO
{
public class SDLFileSystem : IFileSystem
{
string _assetsPath;
ILogger _logger;
public string AssetsPath { get; private set; }
public string StoragePath { get; private set; }
public SDLFileSystem(ILogger logger)
{
_logger = logger;
AssetsPath = GetAssetsPath();
StoragePath = GetStoragePath();
if (!Directory.Exists(AssetsPath))
logger.Warn("SDL_FILESYSTEM", "Attempting to use assets directory {0} which doesn't exist.", AssetsPath);
}
public Stream Open(string filename, FileOpenMode mode)
{
string realPath = TranslateFilePath(filename);
return new FileStream(realPath, (FileMode)mode);
}
public string TranslateFilePath(string path)
{
if (path.StartsWith("assets://"))
return Path.Combine(AssetsPath, path.Substring(9));
else if (path.StartsWith("storage://"))
return Path.Combine(StoragePath, path.Substring(10));
else
return path;
}
private string GetAssetsPath()
{
string envAssetsPath = Environment.GetEnvironmentVariable("ASSETS_DIR");
string workingDirPath = Path.Combine(Environment.CurrentDirectory, "assets");
if (!String.IsNullOrEmpty(envAssetsPath))
{
logger.Info("SDL_FILESYSTEM", "Environment variable ASSETS_DIR value found.");
_assetsPath = envAssetsPath;
_logger.Info("SDL_FILESYSTEM", "Environment variable ASSETS_DIR value found.");
return envAssetsPath;
}
else if (Directory.Exists(workingDirPath))
{
logger.Info("SDL_FILESYSTEM", "'Assets' found under the current working directory.");
_assetsPath = workingDirPath;
_logger.Info("SDL_FILESYSTEM", "'Assets' found under the current working directory.");
return workingDirPath;
}
else
{
// fallback to the default otherwise
logger.Info("SDL_FILESYSTEM", "Assuming 'Assets' directory located next to application executable.");
_assetsPath = Path.Combine(Path.GetDirectoryName(Assembly.GetEntryAssembly().Location), "assets");
_logger.Info("SDL_FILESYSTEM", "Assuming 'Assets' directory located next to application executable.");
return Path.Combine(Path.GetDirectoryName(Assembly.GetEntryAssembly().Location), "assets");
}
if (!Directory.Exists(_assetsPath))
logger.Warn("SDL_FILESYSTEM", "Attempting to use assets directory {0} which doesn't exist.", _assetsPath);
}
public Stream Open(string filename)
private string GetStoragePath()
{
string realPath = TranslateFilePath(filename);
return new FileStream(realPath, FileMode.Open);
}
public string TranslateFilePath(string path)
{
if (path.StartsWith("assets://"))
return Path.Combine(_assetsPath, path.Substring(9));
else
return path;
}
public string AssetsPath
{
get { return _assetsPath; }
// TODO: set a proper path
return Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
}
}
}

View file

@ -221,6 +221,7 @@
<Compile Include="TileMap\TileDataSerializer.cs" />
<Compile Include="TileMap\Json\JsonTileMap.cs" />
<Compile Include="TileMap\Json\TileMapLoader.cs" />
<Compile Include="IO\FileOpenMode.cs" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\Portable\$(TargetFrameworkVersion)\Microsoft.Portable.CSharp.targets" />
<ItemGroup>

View file

@ -0,0 +1,14 @@
using System;
namespace Blarg.GameFramework.IO
{
public enum FileOpenMode
{
CreateNew = 1,
Create,
Open,
OpenOrCreate,
Truncate,
Append
}
}

View file

@ -5,9 +5,10 @@ namespace Blarg.GameFramework.IO
{
public interface IFileSystem
{
Stream Open(string filename);
Stream Open(string filename, FileOpenMode mode = FileOpenMode.Open);
string TranslateFilePath(string path);
string AssetsPath { get; }
string StoragePath { get; }
}
}