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FileUtil.h
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FileUtil.h
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// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <fstream>
#include <string>
#include <string_view>
#include <vector>
#include <sys/stat.h>
#include "Common/CommonTypes.h"
#ifdef _WIN32
#include "Common/StringUtil.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_MAPS_IDX,
D_CACHE_IDX,
D_COVERCACHE_IDX,
D_SHADERCACHE_IDX,
D_SHADERS_IDX,
D_STATESAVES_IDX,
D_SCREENSHOTS_IDX,
D_HIRESTEXTURES_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,
F_DOLPHINCONFIG_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_WIISDCARD_IDX,
F_CEMUHOOKUDPSERVERCONFIG_IDX,
NUM_PATH_INDICES
};
namespace File
{
// FileSystem tree node/
struct FSTEntry
{
bool isDirectory;
u64 size; // 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<FSTEntry> 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);
explicit FileInfo(int fd);
// 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:
struct stat m_stat;
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 descriptor
u64 GetSize(const int fd);
// Overloaded GetSize, accepts FILE*
u64 GetSize(FILE* f);
// Returns true if successful, or path already exists.
bool CreateDir(const std::string& filename);
// Creates the full path of fullPath returns true on success
bool CreateFullPath(const std::string& fullPath);
// Deletes a given filename, return true on success
// Doesn't supports deleting a directory
bool Delete(const std::string& filename);
// Deletes a directory filename, returns true on success
bool DeleteDir(const std::string& filename);
// 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 file srcFilename to destFilename, returns true on success
bool Copy(const std::string& srcFilename, const std::string& destFilename);
// 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(const 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();
// Create directory and copy contents (optionally overwrites existing files)
void CopyDir(const std::string& source_path, const std::string& dest_path,
bool destructive = false);
// 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(const 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, const 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
std::string GetSysDirectory();
#ifdef ANDROID
void SetSysDirectory(const std::string& path);
#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 being dumb at unicode:
template <typename T>
void OpenFStream(T& fstream, const std::string& filename, std::ios_base::openmode openmode)
{
#ifdef _WIN32
fstream.open(UTF8ToTStr(filename).c_str(), openmode);
#else
fstream.open(filename.c_str(), openmode);
#endif
}
} // namespace File