- use ScanDirectory in all places where the findfile API was used.

This allows to completely hide its implementation details from the rest of the code which only gets a list of file names now.
This commit is contained in:
Christoph Oelckers 2023-08-19 12:18:35 +02:00
commit 5f3d25ef44
15 changed files with 262 additions and 675 deletions

View file

@ -44,7 +44,7 @@
#include "vm.h"
#include "i_system.h"
#include "v_video.h"
#include "findfile.h"
#include "fs_findfile.h"
#include "v_draw.h"
// Save name length limit for old binary formats.
@ -62,22 +62,16 @@ void FSavegameManager::ReadSaveStrings()
{
if (SaveGames.Size() == 0)
{
void *filefirst;
findstate_t c_file;
FString filter;
LastSaved = LastAccessed = -1;
quickSaveSlot = nullptr;
filter = G_BuildSaveName("*");
filefirst = I_FindFirst(filter.GetChars(), &c_file);
if (filefirst != ((void *)(-1)))
FileList list;
if (ScanDirectory(list, G_GetSavegamesFolder().GetChars(), "*." SAVEGAME_EXT, true))
{
do
for (auto& entry : list)
{
// I_FindName only returns the file's name and not its full path
FString filepath = G_BuildSaveName(I_FindName(&c_file));
std::unique_ptr<FResourceFile> savegame(FResourceFile::OpenResourceFile(filepath, true));
std::unique_ptr<FResourceFile> savegame(FResourceFile::OpenResourceFile(entry.FilePath.c_str(), true));
if (savegame != nullptr)
{
bool oldVer = false;
@ -122,89 +116,14 @@ void FSavegameManager::ReadSaveStrings()
}
FSaveGameNode *node = new FSaveGameNode;
node->Filename = filepath;
node->Filename = entry.FilePath.c_str();
node->bOldVersion = oldVer;
node->bMissingWads = missing;
node->SaveTitle = title;
InsertSaveNode(node);
}
}
else // check for old formats.
{
FileReader file;
if (file.OpenFile(filepath))
{
PNGHandle *png;
char sig[16];
char title[OLDSAVESTRINGSIZE + 1];
bool oldVer = true;
bool addIt = false;
bool missing = false;
// ZDoom 1.23 betas 21-33 have the savesig first.
// Earlier versions have the savesig second.
// Later versions have the savegame encapsulated inside a PNG.
//
// Old savegame versions are always added to the menu so
// the user can easily delete them if desired.
title[OLDSAVESTRINGSIZE] = 0;
if (nullptr != (png = M_VerifyPNG(file)))
{
char *ver = M_GetPNGText(png, "ZDoom Save Version");
if (ver != nullptr)
{
// An old version
if (!M_GetPNGText(png, "Title", title, OLDSAVESTRINGSIZE))
{
strncpy(title, I_FindName(&c_file), OLDSAVESTRINGSIZE);
}
addIt = true;
delete[] ver;
}
delete png;
}
else
{
file.Seek(0, FileReader::SeekSet);
if (file.Read(sig, 16) == 16)
{
if (strncmp(sig, "ZDOOMSAVE", 9) == 0)
{
if (file.Read(title, OLDSAVESTRINGSIZE) == OLDSAVESTRINGSIZE)
{
addIt = true;
}
}
else
{
memcpy(title, sig, 16);
if (file.Read(title + 16, OLDSAVESTRINGSIZE - 16) == OLDSAVESTRINGSIZE - 16 &&
file.Read(sig, 16) == 16 &&
strncmp(sig, "ZDOOMSAVE", 9) == 0)
{
addIt = true;
}
}
}
}
if (addIt)
{
FSaveGameNode *node = new FSaveGameNode;
node->Filename = filepath;
node->bOldVersion = true;
node->bMissingWads = false;
node->SaveTitle = title;
InsertSaveNode(node);
}
}
}
} while (I_FindNext(filefirst, &c_file) == 0);
I_FindClose(filefirst);
}
}
}
}