// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include #include #include #include #include "Common/CommonTypes.h" #ifdef _WIN32 #include "Common/StringUtil.h" #endif #ifdef ANDROID #include "Common/StringUtil.h" #include "jni/AndroidCommon/AndroidCommon.h" #endif // User directory indices for GetUserPath enum { D_USER_IDX, D_GCUSER_IDX, D_WIIROOT_IDX, // always points to User/Wii or global user-configured directory D_SESSION_WIIROOT_IDX, // may point to minimal temporary directory for determinism D_CONFIG_IDX, // global settings D_GAMESETTINGS_IDX, // user-specified settings which override both the global and the default // settings (per game) D_SKYLANDERS_IDX, D_MAPS_IDX, D_CACHE_IDX, D_COVERCACHE_IDX, D_REDUMPCACHE_IDX, D_SHADERCACHE_IDX, D_SHADERS_IDX, D_STATESAVES_IDX, D_SCREENSHOTS_IDX, D_HIRESTEXTURES_IDX, D_RIIVOLUTION_IDX, D_DUMP_IDX, D_DUMPFRAMES_IDX, D_DUMPOBJECTS_IDX, D_DUMPAUDIO_IDX, D_DUMPTEXTURES_IDX, D_DUMPDSP_IDX, D_DUMPSSL_IDX, D_LOAD_IDX, D_LOGS_IDX, D_MAILLOGS_IDX, D_THEMES_IDX, D_STYLES_IDX, D_PIPES_IDX, D_MEMORYWATCHER_IDX, D_WFSROOT_IDX, D_BACKUP_IDX, D_RESOURCEPACK_IDX, D_DYNAMICINPUT_IDX, D_GRAPHICSMOD_IDX, D_GBAUSER_IDX, D_GBASAVES_IDX, D_WIISDCARDSYNCFOLDER_IDX, D_GPU_DRIVERS_EXTRACTED, D_GPU_DRIVERS_TMP, D_GPU_DRIVERS_HOOKS, D_GPU_DRIVERS_FILE_REDIRECT, FIRST_FILE_USER_PATH_IDX, F_DOLPHINCONFIG_IDX = FIRST_FILE_USER_PATH_IDX, F_GCPADCONFIG_IDX, F_WIIPADCONFIG_IDX, F_GCKEYBOARDCONFIG_IDX, F_GFXCONFIG_IDX, F_DEBUGGERCONFIG_IDX, F_LOGGERCONFIG_IDX, F_MAINLOG_IDX, F_MEM1DUMP_IDX, F_MEM2DUMP_IDX, F_ARAMDUMP_IDX, F_FAKEVMEMDUMP_IDX, F_GCSRAM_IDX, F_MEMORYWATCHERLOCATIONS_IDX, F_MEMORYWATCHERSOCKET_IDX, F_WIISDCARDIMAGE_IDX, F_DUALSHOCKUDPCLIENTCONFIG_IDX, F_FREELOOKCONFIG_IDX, F_GBABIOS_IDX, F_RETROACHIEVEMENTSCONFIG_IDX, NUM_PATH_INDICES }; namespace File { // FileSystem tree node struct FSTEntry { bool isDirectory = false; u64 size = 0; // File length, or for directories, recursive count of children std::string physicalName; // Name on disk std::string virtualName; // Name in FST names table std::vector children; }; // The functions in this class are functionally identical to the standalone functions // below, but if you are going to be calling more than one of the functions using the // same path, creating a single FileInfo object and calling its functions multiple // times is faster than calling standalone functions multiple times. class FileInfo final { public: explicit FileInfo(const std::string& path); explicit FileInfo(const char* path); // Returns true if the path exists bool Exists() const; // Returns true if the path exists and is a directory bool IsDirectory() const; // Returns true if the path exists and is a file bool IsFile() const; // Returns the size of a file (or returns 0 if the path doesn't refer to a file) u64 GetSize() const; private: std::filesystem::file_status m_status; std::uintmax_t m_size; bool m_exists; }; // Returns true if the path exists bool Exists(const std::string& path); // Returns true if the path exists and is a directory bool IsDirectory(const std::string& path); // Returns true if the path exists and is a file bool IsFile(const std::string& path); // Returns the size of a file (or returns 0 if the path isn't a file that exists) u64 GetSize(const std::string& path); // Overloaded GetSize, accepts FILE* u64 GetSize(FILE* f); // Creates a single directory. Returns true if successful or if the path already exists. bool CreateDir(const std::string& filename); // Creates directories recursively. Returns true if successful or if the path already exists. bool CreateDirs(std::string_view filename); // Creates the full path to the file given in fullPath. // That is, for path '/a/b/c.bin', creates folders '/a' and '/a/b'. // Returns true if creation is successful or if the path already exists. bool CreateFullPath(std::string_view fullPath); enum class IfAbsentBehavior { ConsoleWarning, NoConsoleWarning }; // Deletes a given filename, return true on success // Doesn't supports deleting a directory bool Delete(const std::string& filename, IfAbsentBehavior behavior = IfAbsentBehavior::ConsoleWarning); // Deletes a directory filename, returns true on success bool DeleteDir(const std::string& filename, IfAbsentBehavior behavior = IfAbsentBehavior::ConsoleWarning); // renames file srcFilename to destFilename, returns true on success bool Rename(const std::string& srcFilename, const std::string& destFilename); // ditto, but syncs the source file and, on Unix, syncs the directories after rename bool RenameSync(const std::string& srcFilename, const std::string& destFilename); // Copies a file at source_path to destination_path, as if by std::filesystem::copy_file(). // If a file already exists at destination_path it is overwritten. Returns true on success. bool CopyRegularFile(std::string_view source_path, std::string_view destination_path); // creates an empty file filename, returns true on success bool CreateEmptyFile(const std::string& filename); // Recursive or non-recursive list of files and directories under directory. FSTEntry ScanDirectoryTree(std::string directory, bool recursive); // deletes the given directory and anything under it. Returns true on success. bool DeleteDirRecursively(const std::string& directory); // Returns the current directory std::string GetCurrentDir(); // Copies source_path to dest_path, as if by std::filesystem::copy(). Returns true on success or if // the source and destination are already the same (as determined by std::filesystem::equivalent()). bool Copy(std::string_view source_path, std::string_view dest_path, bool overwrite_existing = false); // Moves source_path to dest_path. On success, the source_path will no longer exist, and the // dest_path will contain the data previously in source_path. Files in dest_path will be overwritten // if they match files in source_path, but files that only exist in dest_path will be kept. No // guarantee on the state is given on failure; the move may have completely failed or partially // completed. bool MoveWithOverwrite(std::string_view source_path, std::string_view dest_path); // Set the current directory to given directory bool SetCurrentDir(const std::string& directory); // Creates and returns the path to a new temporary directory. std::string CreateTempDir(); // Get a filename that can hopefully be atomically renamed to the given path. std::string GetTempFilenameForAtomicWrite(std::string path); // Gets a set user directory path // Don't call prior to setting the base user directory const std::string& GetUserPath(unsigned int dir_index); // Sets a user directory path // Rebuilds internal directory structure to compensate for the new directory void SetUserPath(unsigned int dir_index, std::string path); // probably doesn't belong here std::string GetThemeDir(const std::string& theme_name); // Returns the path to where the sys file are const std::string& GetSysDirectory(); #ifdef ANDROID void SetSysDirectory(const std::string& path); void SetGpuDriverDirectories(const std::string& path, const std::string& lib_path); const std::string GetGpuDriverDirectory(unsigned int dir_index); #endif #ifdef __APPLE__ std::string GetBundleDirectory(); #endif std::string GetExePath(); std::string GetExeDirectory(); bool WriteStringToFile(const std::string& filename, std::string_view str); bool ReadFileToString(const std::string& filename, std::string& str); // To deal with Windows not fully supporting UTF-8 and Android not fully supporting paths. template void OpenFStream(T& fstream, const std::string& filename, std::ios_base::openmode openmode) { #ifdef _WIN32 fstream.open(UTF8ToTStr(filename).c_str(), openmode); #else #ifdef ANDROID // Unfortunately it seems like the non-standard __open is the only way to use a file descriptor if (IsPathAndroidContent(filename)) fstream.__open(OpenAndroidContent(filename, OpenModeToAndroid(openmode)), openmode); else #endif fstream.open(filename.c_str(), openmode); #endif } } // namespace File