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e149ad4f0a
SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
243 lines
6.9 KiB
C++
243 lines
6.9 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cstddef>
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#include <fstream>
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#include <string>
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#include <string_view>
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#include <vector>
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#include <sys/stat.h>
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#include "Common/CommonTypes.h"
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#ifdef _WIN32
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#include "Common/StringUtil.h"
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#endif
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#ifdef ANDROID
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#include "Common/StringUtil.h"
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#include "jni/AndroidCommon/AndroidCommon.h"
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#endif
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// User directory indices for GetUserPath
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enum
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{
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D_USER_IDX,
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D_GCUSER_IDX,
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D_WIIROOT_IDX, // always points to User/Wii or global user-configured directory
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D_SESSION_WIIROOT_IDX, // may point to minimal temporary directory for determinism
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D_CONFIG_IDX, // global settings
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D_GAMESETTINGS_IDX, // user-specified settings which override both the global and the default
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// settings (per game)
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D_MAPS_IDX,
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D_CACHE_IDX,
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D_COVERCACHE_IDX,
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D_REDUMPCACHE_IDX,
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D_SHADERCACHE_IDX,
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D_SHADERS_IDX,
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D_STATESAVES_IDX,
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D_SCREENSHOTS_IDX,
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D_HIRESTEXTURES_IDX,
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D_DUMP_IDX,
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D_DUMPFRAMES_IDX,
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D_DUMPOBJECTS_IDX,
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D_DUMPAUDIO_IDX,
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D_DUMPTEXTURES_IDX,
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D_DUMPDSP_IDX,
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D_DUMPSSL_IDX,
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D_LOAD_IDX,
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D_LOGS_IDX,
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D_MAILLOGS_IDX,
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D_THEMES_IDX,
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D_STYLES_IDX,
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D_PIPES_IDX,
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D_MEMORYWATCHER_IDX,
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D_WFSROOT_IDX,
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D_BACKUP_IDX,
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D_RESOURCEPACK_IDX,
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D_DYNAMICINPUT_IDX,
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F_DOLPHINCONFIG_IDX,
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F_GCPADCONFIG_IDX,
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F_WIIPADCONFIG_IDX,
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F_GCKEYBOARDCONFIG_IDX,
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F_GFXCONFIG_IDX,
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F_DEBUGGERCONFIG_IDX,
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F_LOGGERCONFIG_IDX,
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F_MAINLOG_IDX,
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F_MEM1DUMP_IDX,
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F_MEM2DUMP_IDX,
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F_ARAMDUMP_IDX,
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F_FAKEVMEMDUMP_IDX,
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F_GCSRAM_IDX,
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F_MEMORYWATCHERLOCATIONS_IDX,
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F_MEMORYWATCHERSOCKET_IDX,
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F_WIISDCARD_IDX,
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F_DUALSHOCKUDPCLIENTCONFIG_IDX,
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F_FREELOOKCONFIG_IDX,
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NUM_PATH_INDICES
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};
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namespace File
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{
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// FileSystem tree node/
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struct FSTEntry
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{
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bool isDirectory;
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u64 size; // File length, or for directories, recursive count of children
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std::string physicalName; // Name on disk
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std::string virtualName; // Name in FST names table
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std::vector<FSTEntry> children;
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};
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// The functions in this class are functionally identical to the standalone functions
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// below, but if you are going to be calling more than one of the functions using the
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// same path, creating a single FileInfo object and calling its functions multiple
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// times is faster than calling standalone functions multiple times.
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class FileInfo final
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{
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public:
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explicit FileInfo(const std::string& path);
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explicit FileInfo(const char* path);
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explicit FileInfo(int fd);
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// Returns true if the path exists
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bool Exists() const;
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// Returns true if the path exists and is a directory
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bool IsDirectory() const;
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// Returns true if the path exists and is a file
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bool IsFile() const;
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// Returns the size of a file (or returns 0 if the path doesn't refer to a file)
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u64 GetSize() const;
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private:
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#ifdef ANDROID
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void AndroidContentInit(const std::string& path);
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#endif
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struct stat m_stat;
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bool m_exists;
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};
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// Returns true if the path exists
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bool Exists(const std::string& path);
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// Returns true if the path exists and is a directory
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bool IsDirectory(const std::string& path);
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// Returns true if the path exists and is a file
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bool IsFile(const std::string& path);
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// Returns the size of a file (or returns 0 if the path isn't a file that exists)
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u64 GetSize(const std::string& path);
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// Overloaded GetSize, accepts file descriptor
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u64 GetSize(const int fd);
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// Overloaded GetSize, accepts FILE*
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u64 GetSize(FILE* f);
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// Returns true if successful, or path already exists.
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bool CreateDir(const std::string& filename);
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// Creates the full path of fullPath returns true on success
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bool CreateFullPath(const std::string& fullPath);
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enum class IfAbsentBehavior
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{
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ConsoleWarning,
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NoConsoleWarning
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};
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// Deletes a given filename, return true on success
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// Doesn't supports deleting a directory
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bool Delete(const std::string& filename,
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IfAbsentBehavior behavior = IfAbsentBehavior::ConsoleWarning);
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// Deletes a directory filename, returns true on success
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bool DeleteDir(const std::string& filename,
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IfAbsentBehavior behavior = IfAbsentBehavior::ConsoleWarning);
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// renames file srcFilename to destFilename, returns true on success
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bool Rename(const std::string& srcFilename, const std::string& destFilename);
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// ditto, but syncs the source file and, on Unix, syncs the directories after rename
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bool RenameSync(const std::string& srcFilename, const std::string& destFilename);
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// copies file srcFilename to destFilename, returns true on success
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bool Copy(const std::string& srcFilename, const std::string& destFilename);
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// creates an empty file filename, returns true on success
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bool CreateEmptyFile(const std::string& filename);
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// Recursive or non-recursive list of files and directories under directory.
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FSTEntry ScanDirectoryTree(const std::string& directory, bool recursive);
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// deletes the given directory and anything under it. Returns true on success.
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bool DeleteDirRecursively(const std::string& directory);
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// Returns the current directory
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std::string GetCurrentDir();
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// Create directory and copy contents (optionally overwrites existing files)
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void CopyDir(const std::string& source_path, const std::string& dest_path,
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bool destructive = false);
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// Set the current directory to given directory
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bool SetCurrentDir(const std::string& directory);
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// Creates and returns the path to a new temporary directory.
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std::string CreateTempDir();
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// Get a filename that can hopefully be atomically renamed to the given path.
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std::string GetTempFilenameForAtomicWrite(std::string path);
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// Gets a set user directory path
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// Don't call prior to setting the base user directory
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const std::string& GetUserPath(unsigned int dir_index);
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// Sets a user directory path
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// Rebuilds internal directory structure to compensate for the new directory
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void SetUserPath(unsigned int dir_index, const std::string& path);
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// probably doesn't belong here
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std::string GetThemeDir(const std::string& theme_name);
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// Returns the path to where the sys file are
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std::string GetSysDirectory();
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#ifdef ANDROID
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void SetSysDirectory(const std::string& path);
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#endif
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#ifdef __APPLE__
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std::string GetBundleDirectory();
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#endif
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std::string GetExePath();
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std::string GetExeDirectory();
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bool WriteStringToFile(const std::string& filename, std::string_view str);
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bool ReadFileToString(const std::string& filename, std::string& str);
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// To deal with Windows not fully supporting UTF-8 and Android not fully supporting paths.
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template <typename T>
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void OpenFStream(T& fstream, const std::string& filename, std::ios_base::openmode openmode)
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{
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#ifdef _WIN32
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fstream.open(UTF8ToTStr(filename).c_str(), openmode);
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#else
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#ifdef ANDROID
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// Unfortunately it seems like the non-standard __open is the only way to use a file descriptor
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if (IsPathAndroidContent(filename))
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fstream.__open(OpenAndroidContent(filename, OpenModeToAndroid(openmode)), openmode);
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else
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#endif
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fstream.open(filename.c_str(), openmode);
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#endif
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}
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} // namespace File
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