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106 lines
4.1 KiB
106 lines
4.1 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// pfConsoleDirSrc Header //
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// //
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//// Description /////////////////////////////////////////////////////////////
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// //
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// Simple wrapper for parsing an entire directory of files and executing //
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// each one through the pfConsoleEngine object given. //
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// I.E. the source for the console commmands is a directory of files, //
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// hence it's a Console Directory Source, or ConsoleDirSrc. :) //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _pfConsoleDirSrc_h
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#define _pfConsoleDirSrc_h
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#include "hsTypes.h"
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#include "hsStlUtils.h"
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#include "pfConsoleEngine.h"
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//// pfConsoleDirSrc Class Definition ////////////////////////////////////////
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class pfConsoleDirSrc
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{
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protected:
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pfConsoleEngine *fEngine;
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struct FileName
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{
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std::wstring fPath;
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std::wstring fFile;
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FileName() : fPath(L""), fFile(L"") {}
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FileName(const std::wstring& p, const std::wstring& f) : fPath(p), fFile(f) {}
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};
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std::vector<FileName*> fProcessedFiles; // list of init files we've already executed
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hsBool fCheckProcessedFiles; // set to check and skip files init files we've already executed
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public:
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pfConsoleDirSrc(pfConsoleEngine *engine) : fCheckProcessedFiles(false) { fEngine = engine; }
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pfConsoleDirSrc(pfConsoleEngine *engine, const std::string& path, const std::string& mask = "*.ini") :
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fCheckProcessedFiles(false)
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{
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fEngine = engine;
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ParseDirectory(path, mask);
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}
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pfConsoleDirSrc(pfConsoleEngine *engine, const std::wstring& path, const std::wstring& mask = L"*.ini") :
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fCheckProcessedFiles(false)
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{
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fEngine = engine;
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ParseDirectory(path, mask);
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}
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~pfConsoleDirSrc() { ResetProcessedFiles(); }
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// Steps through the given directory and executes all files with the console engine
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hsBool ParseDirectory(const std::string& path, const std::string& mask = "*.*");
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hsBool ParseDirectory(const std::wstring& path, const std::wstring& mask = L"*.*");
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void ResetProcessedFiles();
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hsBool AlreadyProcessedFile(const std::wstring& path, const std::wstring& file);
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void AddProcessedFile(const std::wstring& path, const std::wstring& file);
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void SetCheckProcessedFiles(hsBool c) { fCheckProcessedFiles=c; }
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};
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#endif //_pfConsoleDirSrc_h
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