Difference between revisions of "love.filesystem"

m (Fixed the 'lie', but now the upper part too (which Robin forgot... -.-))
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Each game is granted a single directory on the system where files can be saved through love.filesystem. These directories will typically be something like:
 
Each game is granted a single directory on the system where files can be saved through love.filesystem. These directories will typically be something like:
  
*  Windows: C:\Documents and Settings\user\Application Data\Love\game or %appdata%\Love\game
+
*  Windows: <code>C:\Documents and Settings\user\Application Data\Love\game</code> or <code>%appdata%\Love\game</code>
*  Linux: /home/user/.love/game or ~/.love/game
+
*  Linux: <code>/home/user/.love/game</code> or <code>~/.love/game</code>
*  mac: /Library/Application Support/LOVE/game
+
*  mac: <code>/Library/Application Support/LOVE/game</code>
  
 
Files that are opened for write or append will always be created in the save directory. The same goes for other operations that involve writing to the filesystem, like mkdir.
 
Files that are opened for write or append will always be created in the save directory. The same goes for other operations that involve writing to the filesystem, like mkdir.

Revision as of 09:37, 20 February 2010

Provides an interface to the user's filesystem.

This module provides access to Files in two places, and two places only:

  • The root folder of the .love-file. (Alternatively a directory).
  • The root folder of the write directory.

Each game is granted a single directory on the system where files can be saved through love.filesystem. These directories will typically be something like:

  • Windows: C:\Documents and Settings\user\Application Data\Love\game or %appdata%\Love\game
  • Linux: /home/user/.love/game or ~/.love/game
  • mac: /Library/Application Support/LOVE/game

Files that are opened for write or append will always be created in the save directory. The same goes for other operations that involve writing to the filesystem, like mkdir.

Files that are opened for read will be looked for in the save directory, and then in the game root folder (in that order). So if a file with a certain filename (and path) exist in both the .love-file and the save folder, the one in the save directory takes precedence.

Currently, you have to set your game's identity first with love.filesystem.setIdentity.

Types

DroppedFileRepresents a file dropped from the window.
FileRepresents a file on the filesystem.
FileDataData representing the contents of a file.

Functions

love.filesystem.appendAppend data to an existing file.
love.filesystem.areSymlinksEnabledGets whether love.filesystem follows symbolic links.
love.filesystem.createDirectoryCreates a directory.
love.filesystem.enumerateReturns all the files and subdirectories in the directory.
love.filesystem.existsCheck whether a file or directory exists.
love.filesystem.getAppdataDirectoryReturns the application data directory (could be the same as getUserDirectory)
love.filesystem.getCRequirePathGets the filesystem paths that will be searched for c libraries when require is called.
love.filesystem.getDirectoryItemsReturns all the files and subdirectories in the directory.
love.filesystem.getIdentityGets the write directory name for your game.
love.filesystem.getInfoGets information about the specified file or directory.
love.filesystem.getLastModifiedGets the last modification time of a file.
love.filesystem.getRealDirectoryGets the absolute path of the directory containing a filepath.
love.filesystem.getRequirePathGets the filesystem paths that will be searched when require is called.
love.filesystem.getSaveDirectoryGets the full path to the designated save directory.
love.filesystem.getSizeGets the size in bytes of a file.
love.filesystem.getSourceReturns the full path to the .love file or directory.
love.filesystem.getSourceBaseDirectoryReturns the full path to the directory containing the .love file.
love.filesystem.getUserDirectoryReturns the path of the user's directory
love.filesystem.getWorkingDirectoryGets the current working directory.
love.filesystem.initInitializes love.filesystem, will be called internally, so should not be used explicitly.
love.filesystem.isDirectoryCheck whether something is a directory.
love.filesystem.isFileCheck whether something is a file.
love.filesystem.isFusedGets whether the game is in fused mode or not.
love.filesystem.isSymlinkGets whether a filepath is actually a symbolic link.
love.filesystem.linesIterate over the lines in a file.
love.filesystem.loadLoads a Lua file (but does not run it).
love.filesystem.mkdirCreates a directory.
love.filesystem.mountMounts a zip file or folder in the game's save directory for reading.
love.filesystem.mountFullPathMounts a full platform-dependent path to a zip file or folder for reading or writing in love.filesystem.
love.filesystem.newFileCreates a new File object.
love.filesystem.newFileDataCreates a new FileData object from a file on disk, or from a string in memory.
love.filesystem.openFileOpens a new File object, which represents an existing or new file on disk.
love.filesystem.readRead the contents of a file.
love.filesystem.removeRemoves a file (or directory).
love.filesystem.setCRequirePathSets the filesystem paths that will be searched for c libraries when require is called.
love.filesystem.setIdentitySets the write directory for your game.
love.filesystem.setRequirePathSets the filesystem paths that will be searched when require is called.
love.filesystem.setSourceSets the source of the game, where the code is present. Used internally.
love.filesystem.setSymlinksEnabledSets whether love.filesystem follows symbolic links.
love.filesystem.unmountUnmounts a zip file or folder previously mounted with love.filesystem.mount.
love.filesystem.unmountFullPathUnmounts a zip file or folder previously mounted with love.filesystem.mountFullPath.
love.filesystem.writeWrite data to a file.

See Also