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https://github.com/dolphin-emu/dolphin
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bf97305a60
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271 lines
8.4 KiB
C++
271 lines
8.4 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 <filesystem>
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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_SKYLANDERS_IDX,
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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_RETROACHIEVEMENTSCACHE_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_RIIVOLUTION_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_DUMPDEBUG_IDX,
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D_DUMPDEBUG_BRANCHWATCH_IDX,
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D_DUMPDEBUG_JITBLOCKS_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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D_GRAPHICSMOD_IDX,
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D_GBAUSER_IDX,
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D_GBASAVES_IDX,
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D_WIISDCARDSYNCFOLDER_IDX,
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D_GPU_DRIVERS_EXTRACTED,
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D_GPU_DRIVERS_TMP,
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D_GPU_DRIVERS_HOOKS,
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D_GPU_DRIVERS_FILE_REDIRECT,
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D_ASM_ROOT_IDX,
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FIRST_FILE_USER_PATH_IDX,
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F_DOLPHINCONFIG_IDX = FIRST_FILE_USER_PATH_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_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_WIISDCARDIMAGE_IDX,
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F_DUALSHOCKUDPCLIENTCONFIG_IDX,
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F_FREELOOKCONFIG_IDX,
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F_GBABIOS_IDX,
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F_RETROACHIEVEMENTSCONFIG_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 = false;
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u64 size = 0; // 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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// 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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std::filesystem::file_status m_status;
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std::uintmax_t m_size;
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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*
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u64 GetSize(FILE* f);
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// Creates a single directory. Returns true if successful or if the path already exists.
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bool CreateDir(const std::string& filename);
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// Creates directories recursively. Returns true if successful or if the path already exists.
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bool CreateDirs(std::string_view filename);
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// Creates the full path to the file given in fullPath.
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// That is, for path '/a/b/c.bin', creates folders '/a' and '/a/b'.
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// Returns true if creation is successful or if the path already exists.
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bool CreateFullPath(std::string_view 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 a file at source_path to destination_path, as if by std::filesystem::copy_file().
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// If a file already exists at destination_path it is overwritten. Returns true on success.
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bool CopyRegularFile(std::string_view source_path, std::string_view destination_path);
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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(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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// Copies source_path to dest_path, as if by std::filesystem::copy(). Returns true on success or if
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// the source and destination are already the same (as determined by std::filesystem::equivalent()).
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bool Copy(std::string_view source_path, std::string_view dest_path,
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bool overwrite_existing = false);
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// Moves source_path to dest_path. On success, the source_path will no longer exist, and the
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// dest_path will contain the data previously in source_path. Files in dest_path will be overwritten
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// if they match files in source_path, but files that only exist in dest_path will be kept. No
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// guarantee on the state is given on failure; the move may have completely failed or partially
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// completed.
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bool MoveWithOverwrite(std::string_view source_path, std::string_view 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(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, 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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const std::string& GetSysDirectory();
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#ifdef ANDROID
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void SetSysDirectory(const std::string& path);
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void SetGpuDriverDirectories(const std::string& path, const std::string& lib_path);
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const std::string GetGpuDriverDirectory(unsigned int dir_index);
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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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