59 lines
1.5 KiB
C#
59 lines
1.5 KiB
C#
using System;
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using System.IO;
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using System.Reflection;
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using SDL2;
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namespace Blarg.GameFramework.IO
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{
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public class SDLFileSystem : IFileSystem
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{
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string _assetsPath;
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public SDLFileSystem(ILogger logger)
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{
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string envAssetsPath = Environment.GetEnvironmentVariable("ASSETS_DIR");
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string workingDirPath = Path.Combine(Environment.CurrentDirectory, "assets");
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if (!String.IsNullOrEmpty(envAssetsPath))
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{
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logger.Info("SDL_FILESYSTEM", "Environment variable ASSETS_DIR value found.");
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_assetsPath = envAssetsPath;
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}
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else if (Directory.Exists(workingDirPath))
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{
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logger.Info("SDL_FILESYSTEM", "'Assets' found under the current working directory.");
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_assetsPath = workingDirPath;
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}
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else
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{
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// fallback to the default otherwise
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logger.Info("SDL_FILESYSTEM", "Assuming 'Assets' directory located next to application executable.");
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_assetsPath = Path.Combine(Path.GetDirectoryName(Assembly.GetEntryAssembly().Location), "assets");
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}
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if (!Directory.Exists(_assetsPath))
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logger.Warn("SDL_FILESYSTEM", "Attempting to use assets directory {0} which doesn't exist.", _assetsPath);
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}
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public Stream Open(string filename)
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{
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string realPath = TranslateFilePath(filename);
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return new FileStream(realPath, FileMode.Open);
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}
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public string TranslateFilePath(string path)
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{
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if (path.StartsWith("assets://"))
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return Path.Combine(_assetsPath, path.Substring(9));
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else
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return path;
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}
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public string AssetsPath
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{
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get { return _assetsPath; }
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}
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}
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}
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