- extended ContentImporter to provide OutputType of imported content - provided a list of available ContentProcessors in current context PlatformSystems are no longer AddIns. This doesn't mean, that you can't load them dynamically. The handling is just different. There's only a single PlatformSystem available for each platform ANX runs on. This one is auto loaded. If it doesn't exist the game doesn't run. The reason for this is, that we will move the AddIn system from ANX.Framework to the specialized PlatformSystem. This is necessary because we want ANX.Framework to become platform independent. The AddIn system is different for some platforms (Android, iOS, Windows 8 Metro) and needs to be specialized. On the other hand we are able to simplify the AddIn system when moving it to the PlatformSystem because we don't need a big AddIn system supporting all platforms with much conditional compiling. THIS COMMIT DOES BREAK SOME FUNCTIONALITY. METRO DOESN'T WORK ANYMORE, AS IT IS NOT TESTED. DON'T USE THIS COMMIT IF YOU ARE NO ANX.FRAMEWORK DEVELOPER. We will catch up soon with a tested and working version.
125 lines
2.7 KiB
C#
125 lines
2.7 KiB
C#
using System;
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using System.IO;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA.PlatformSystem;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Storage
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{
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public class StorageContainer : IDisposable
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{
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private INativeStorageContainer nativeImplementation;
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#region Public
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public event EventHandler<EventArgs> Disposing;
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public string DisplayName
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{
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get;
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protected set;
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}
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public StorageDevice StorageDevice
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{
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get;
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protected set;
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}
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public bool IsDisposed
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{
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get;
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protected set;
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}
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#endregion
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internal StorageContainer(StorageDevice device, PlayerIndex player,
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string displayName)
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{
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StorageDevice = device;
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DisplayName = displayName;
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nativeImplementation = PlatformSystem.Instance.CreateStorageContainer(this);
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}
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~StorageContainer()
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{
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Dispose();
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}
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public void CreateDirectory(string directory)
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{
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nativeImplementation.CreateDirectory(directory);
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}
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public Stream CreateFile(string file)
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{
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return nativeImplementation.CreateFile(file);
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}
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public void DeleteDirectory(string directory)
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{
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nativeImplementation.DeleteDirectory(directory);
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}
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public void DeleteFile(string file)
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{
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nativeImplementation.DeleteFile(file);
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}
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public bool DirectoryExists(string directory)
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{
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return nativeImplementation.DirectoryExists(directory);
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}
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public bool FileExists(string file)
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{
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return nativeImplementation.FileExists(file);
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}
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public string[] GetDirectoryNames()
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{
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return GetDirectoryNames("*");
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}
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public string[] GetDirectoryNames(string searchPattern)
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{
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return nativeImplementation.GetDirectoryNames(searchPattern);
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}
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public string[] GetFileNames()
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{
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return GetFileNames("*");
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}
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public string[] GetFileNames(string searchPattern)
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{
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return nativeImplementation.GetFileNames(searchPattern);
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}
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public Stream OpenFile(string file, FileMode fileMode)
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{
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return OpenFile(file, fileMode, FileAccess.ReadWrite, FileShare.None);
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}
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public Stream OpenFile(string file, FileMode fileMode, FileAccess fileAccess)
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{
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return OpenFile(file, fileMode, fileAccess, FileShare.None);
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}
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public Stream OpenFile(string file, FileMode fileMode, FileAccess fileAccess,
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FileShare fileShare)
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{
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return nativeImplementation.OpenFile(file, fileMode, fileAccess, fileShare);
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}
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public void Dispose()
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{
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Disposing(this, EventArgs.Empty);
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IsDisposed = true;
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}
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}
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}
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