use std::path::{Path, PathBuf, Component}; use partition::Partition; // TODO: Change backing data structure to use a single allocation with slices // taken out of it for each portion #[derive(Debug, Clone, PartialEq, Eq, Hash)] pub struct FileRoute { pub partition: String, pub route: Vec, } impl FileRoute { pub fn from_path(path: &Path, partition: &Partition) -> Option { assert!(path.is_absolute()); let relative_path = path.strip_prefix(&partition.path).ok()?; let mut route = Vec::new(); for component in relative_path.components() { match component { Component::Normal(piece) => { route.push(piece.to_string_lossy().into_owned()); }, _ => panic!("Unexpected path component: {:?}", component), } } Some(FileRoute { partition: partition.name.clone(), route, }) } pub fn parent(&self) -> Option { if self.route.len() == 0 { return None; } let mut new_route = self.route.clone(); new_route.pop(); Some(FileRoute { partition: self.partition.clone(), route: new_route, }) } /// Creates a PathBuf out of the `FileRoute` based on the given partition /// `Path`. pub fn to_path_buf(&self, partition_path: &Path) -> PathBuf { let mut result = partition_path.to_path_buf(); for route_piece in &self.route { result.push(route_piece); } result } /// Creates a version of the FileRoute with the given extra pieces appended /// to the end. pub fn extended_with(&self, pieces: &[&str]) -> FileRoute { let mut result = self.clone(); for piece in pieces { result.route.push(piece.to_string()); } result } /// This function is totally wrong and should be handled by middleware, heh. pub fn name(&self, partition: &Partition) -> String { // I guess?? if self.route.len() == 0 { // This FileRoute refers to the partition itself if partition.target.len() == 0 { // We're targeting the game! "game".to_string() } else { partition.target.last().unwrap().clone() } } else { // This FileRoute refers to an item in a partition self.route.last().unwrap().clone() } } }