245 lines
6.4 KiB
C++
245 lines
6.4 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <cstddef>
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#include <cstdio>
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#include <fstream>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/NonCopyable.h"
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#ifdef _WIN32
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#include "Common/StringUtil.h"
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#endif
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// User directory indices for GetUserPath
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enum {
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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 settings (per game)
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D_MAPS_IDX,
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D_CACHE_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_DUMPAUDIO_IDX,
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D_DUMPTEXTURES_IDX,
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D_DUMPDSP_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_PIPES_IDX,
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F_DOLPHINCONFIG_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_RAMDUMP_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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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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// Returns true if file filename exists
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bool Exists(const std::string &filename);
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// Returns true if filename is a directory
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bool IsDirectory(const std::string &filename);
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// Returns the size of filename (64bit)
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u64 GetSize(const std::string &filename);
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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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// 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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// Deletes a directory filename, returns true on success
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bool DeleteDir(const std::string &filename);
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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 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 (does not overwrite existing files)
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void CopyDir(const std::string &source_path, const std::string &dest_path);
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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(const 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 __APPLE__
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std::string GetBundleDirectory();
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#endif
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std::string &GetExeDirectory();
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bool WriteStringToFile(const std::string& str, const std::string& filename);
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bool ReadFileToString(const std::string& filename, std::string& str);
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// simple wrapper for cstdlib file functions to
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// hopefully will make error checking easier
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// and make forgetting an fclose() harder
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class IOFile : public NonCopyable
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{
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public:
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IOFile();
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IOFile(std::FILE* file);
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IOFile(const std::string& filename, const char openmode[]);
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~IOFile();
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IOFile(IOFile&& other);
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IOFile& operator=(IOFile&& other);
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void Swap(IOFile& other);
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bool Open(const std::string& filename, const char openmode[]);
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bool Close();
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template <typename T>
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bool ReadArray(T* data, size_t length, size_t* pReadBytes = nullptr)
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{
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size_t read_bytes = 0;
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if (!IsOpen() || length != (read_bytes = std::fread(data, sizeof(T), length, m_file)))
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m_good = false;
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if (pReadBytes)
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*pReadBytes = read_bytes;
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return m_good;
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}
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template <typename T>
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bool WriteArray(const T* data, size_t length)
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{
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if (!IsOpen() || length != std::fwrite(data, sizeof(T), length, m_file))
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m_good = false;
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return m_good;
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}
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bool ReadBytes(void* data, size_t length)
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{
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return ReadArray(reinterpret_cast<char*>(data), length);
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}
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bool WriteBytes(const void* data, size_t length)
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{
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return WriteArray(reinterpret_cast<const char*>(data), length);
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}
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bool IsOpen() const { return nullptr != m_file; }
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// m_good is set to false when a read, write or other function fails
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bool IsGood() const { return m_good; }
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operator void*() { return m_good ? m_file : nullptr; }
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std::FILE* ReleaseHandle();
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std::FILE* GetHandle() { return m_file; }
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void SetHandle(std::FILE* file);
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bool Seek(s64 off, int origin);
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u64 Tell() const;
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u64 GetSize();
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bool Resize(u64 size);
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bool Flush();
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// clear error state
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void Clear() { m_good = true; std::clearerr(m_file); }
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std::FILE* m_file;
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bool m_good;
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private:
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IOFile(IOFile&);
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IOFile& operator=(IOFile& other);
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};
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} // namespace
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// To deal with Windows being dumb at unicode:
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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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fstream.open(filename.c_str(), openmode);
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#endif
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}
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