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475 lines
19 KiB
C
475 lines
19 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryFilesystem
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*
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* SDL Filesystem API.
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*/
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#ifndef SDL_filesystem_h_
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#define SDL_filesystem_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* Get the directory where the application was run from.
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*
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* SDL caches the result of this call internally, but the first call to this
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* function is not necessarily fast, so plan accordingly.
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*
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* **macOS and iOS Specific Functionality**: If the application is in a ".app"
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* bundle, this function returns the Resource directory (e.g.
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* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
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* a property to the Info.plist file. Adding a string key with the name
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* SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
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* behaviour.
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*
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* Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
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* application in /Applications/SDLApp/MyApp.app):
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*
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* - `resource`: bundle resource directory (the default). For example:
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* `/Applications/SDLApp/MyApp.app/Contents/Resources`
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* - `bundle`: the Bundle directory. For example:
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* `/Applications/SDLApp/MyApp.app/`
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* - `parent`: the containing directory of the bundle. For example:
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* `/Applications/SDLApp/`
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*
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* **Nintendo 3DS Specific Functionality**: This function returns "romfs"
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* directory of the application as it is uncommon to store resources outside
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* the executable. As such it is not a writable directory.
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*
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* The returned path is guaranteed to end with a path separator ('\\' on
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* Windows, '/' on most other platforms).
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*
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* \returns an absolute path in UTF-8 encoding to the application data
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* directory. NULL will be returned on error or when the platform
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* doesn't implement this functionality, call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_GetPrefPath
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
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/**
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* Get the user-and-app-specific path where files can be written.
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*
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* Get the "pref dir". This is meant to be where users can write personal
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* files (preferences and save games, etc) that are specific to your
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* application. This directory is unique per user, per application.
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*
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* This function will decide the appropriate location in the native
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* filesystem, create the directory if necessary, and return a string of the
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* absolute path to the directory in UTF-8 encoding.
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*
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* On Windows, the string might look like:
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*
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* `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
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*
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* On Linux, the string might look like:
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*
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* `/home/bob/.local/share/My Program Name/`
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*
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* On macOS, the string might look like:
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*
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* `/Users/bob/Library/Application Support/My Program Name/`
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*
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* You should assume the path returned by this function is the only safe place
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* to write files (and that SDL_GetBasePath(), while it might be writable, or
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* even the parent of the returned path, isn't where you should be writing
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* things).
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*
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* Both the org and app strings may become part of a directory name, so please
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* follow these rules:
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*
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* - Try to use the same org string (_including case-sensitivity_) for all
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* your applications that use this function.
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* - Always use a unique app string for each one, and make sure it never
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* changes for an app once you've decided on it.
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* - Unicode characters are legal, as long as they are UTF-8 encoded, but...
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* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
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* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
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*
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* The returned path is guaranteed to end with a path separator ('\\' on
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* Windows, '/' on most other platforms).
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*
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* \param org the name of your organization.
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* \param app the name of your application.
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* \returns a UTF-8 string of the user directory in platform-dependent
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* notation. NULL if there's a problem (creating directory failed,
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* etc.). This should be freed with SDL_free() when it is no longer
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* needed.
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*
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* \since This function is available since SDL 3.1.3.
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*
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* \sa SDL_GetBasePath
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*/
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extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
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/**
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* The type of the OS-provided default folder for a specific purpose.
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*
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* Note that the Trash folder isn't included here, because trashing files
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* usually involves extra OS-specific functionality to remember the file's
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* original location.
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*
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* The folders supported per platform are:
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*
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* | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
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* | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
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* | HOME | X | X | | X | X | X |
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* | DESKTOP | X | X | | X | X | |
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* | DOCUMENTS | X | X | | X | | |
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* | DOWNLOADS | Vista+ | X | | X | | |
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* | MUSIC | X | X | | X | | |
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* | PICTURES | X | X | | X | | |
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* | PUBLICSHARE | | X | | X | | |
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* | SAVEDGAMES | Vista+ | | | | | |
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* | SCREENSHOTS | Vista+ | | | | | |
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* | TEMPLATES | X | X | | X | | |
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* | VIDEOS | X | X* | | X | | |
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*
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* Note that on macOS/iOS, the Videos folder is called "Movies".
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*
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* \since This enum is available since SDL 3.1.3.
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*
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* \sa SDL_GetUserFolder
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*/
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typedef enum SDL_Folder
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{
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SDL_FOLDER_HOME, /**< The folder which contains all of the current user's data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. */
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SDL_FOLDER_DESKTOP, /**< The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons. */
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SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
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SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */
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SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */
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SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */
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SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
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SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */
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SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
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SDL_FOLDER_TEMPLATES, /**< Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as "New Text File.txt". Any file in the Templates folder can be used as a starting point for a new file. */
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SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */
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SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */
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} SDL_Folder;
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/**
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* Finds the most suitable user folder for a specific purpose.
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*
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* Many OSes provide certain standard folders for certain purposes, such as
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* storing pictures, music or videos for a certain user. This function gives
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* the path for many of those special locations.
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*
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* This function is specifically for _user_ folders, which are meant for the
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* user to access and manage. For application-specific folders, meant to hold
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* data for the application to manage, see SDL_GetBasePath() and
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* SDL_GetPrefPath().
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*
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* The returned path is guaranteed to end with a path separator ('\\' on
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* Windows, '/' on most other platforms).
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*
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* If NULL is returned, the error may be obtained with SDL_GetError().
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*
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* \param folder the type of folder to find.
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* \returns either a null-terminated C string containing the full path to the
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* folder, or NULL if an error happened.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
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/* Abstract filesystem interface */
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typedef enum SDL_PathType
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{
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SDL_PATHTYPE_NONE, /**< path does not exist */
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SDL_PATHTYPE_FILE, /**< a normal file */
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SDL_PATHTYPE_DIRECTORY, /**< a directory */
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SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */
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} SDL_PathType;
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typedef struct SDL_PathInfo
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{
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SDL_PathType type; /**< the path type */
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Uint64 size; /**< the file size in bytes */
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SDL_Time create_time; /**< the time when the path was created */
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SDL_Time modify_time; /**< the last time the path was modified */
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SDL_Time access_time; /**< the last time the path was read */
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} SDL_PathInfo;
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/**
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* Flags for path matching
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*
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* \since This datatype is available since SDL 3.1.3.
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*
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* \sa SDL_GlobDirectory
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* \sa SDL_GlobStorageDirectory
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*/
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typedef Uint32 SDL_GlobFlags;
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#define SDL_GLOB_CASEINSENSITIVE (1u << 0)
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/**
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* Create a directory, and any missing parent directories.
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*
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* This reports success if `path` already exists as a directory.
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*
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* If parent directories are missing, it will also create them. Note that if
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* this fails, it will not remove any parent directories it already made.
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*
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* \param path the path of the directory to create.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
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/**
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* Possible results from an enumeration callback.
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*
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* \since This enum is available since SDL 3.1.3.
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*
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* \sa SDL_EnumerateDirectoryCallback
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*/
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typedef enum SDL_EnumerationResult
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{
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SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */
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SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */
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SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */
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} SDL_EnumerationResult;
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/**
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* Callback for directory enumeration.
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*
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* Enumeration of directory entries will continue until either all entries
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* have been provided to the callback, or the callback has requested a stop
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* through its return value.
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*
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* Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
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* callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
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* terminate the enumeration early, and dictate the return value of the
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* enumeration function itself.
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*
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* \param userdata an app-controlled pointer that is passed to the callback.
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* \param dirname the directory that is being enumerated.
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* \param fname the next entry in the enumeration.
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* \returns how the enumeration should proceed.
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*
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* \since This datatype is available since SDL 3.1.3.
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*
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* \sa SDL_EnumerateDirectory
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*/
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typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
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/**
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* Enumerate a directory through a callback function.
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*
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* This function provides every directory entry through an app-provided
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* callback, called once for each directory entry, until all results have been
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* provided or the callback returns either SDL_ENUM_SUCCESS or
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* SDL_ENUM_FAILURE.
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*
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* This will return false if there was a system problem in general, or if a
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* callback returns SDL_ENUM_FAILURE. A successful return means a callback
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* returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
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* were enumerated.
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*
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* \param path the path of the directory to enumerate.
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* \param callback a function that is called for each entry in the directory.
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* \param userdata a pointer that is passed to `callback`.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
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/**
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* Remove a file or an empty directory.
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*
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* Directories that are not empty will fail; this function will not recursely
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* delete directory trees.
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*
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* \param path the path to remove from the filesystem.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
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/**
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* Rename a file or directory.
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*
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* If the file at `newpath` already exists, it will replaced.
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*
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* Note that this will not copy files across filesystems/drives/volumes, as
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* that is a much more complicated (and possibly time-consuming) operation.
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*
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* Which is to say, if this function fails, SDL_CopyFile() to a temporary file
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* in the same directory as `newpath`, then SDL_RenamePath() from the
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* temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
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* for files. Renaming a non-empty directory across filesystems is
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* dramatically more complex, however.
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*
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* \param oldpath the old path.
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* \param newpath the new path.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
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/**
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* Copy a file.
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*
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* If the file at `newpath` already exists, it will be overwritten with the
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* contents of the file at `oldpath`.
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*
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* This function will block until the copy is complete, which might be a
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* significant time for large files on slow disks. On some platforms, the copy
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* can be handed off to the OS itself, but on others SDL might just open both
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* paths, and read from one and write to the other.
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*
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* Note that this is not an atomic operation! If something tries to read from
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* `newpath` while the copy is in progress, it will see an incomplete copy of
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* the data, and if the calling thread terminates (or the power goes out)
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* during the copy, `newpath`'s previous contents will be gone, replaced with
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* an incomplete copy of the data. To avoid this risk, it is recommended that
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* the app copy to a temporary file in the same directory as `newpath`, and if
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* the copy is successful, use SDL_RenamePath() to replace `newpath` with the
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* temporary file. This will ensure that reads of `newpath` will either see a
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* complete copy of the data, or it will see the pre-copy state of `newpath`.
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*
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* This function attempts to synchronize the newly-copied data to disk before
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* returning, if the platform allows it, so that the renaming trick will not
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* have a problem in a system crash or power failure, where the file could be
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* renamed but the contents never made it from the system file cache to the
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* physical disk.
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*
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* If the copy fails for any reason, the state of `newpath` is undefined. It
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* might be half a copy, it might be the untouched data of what was already
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* there, or it might be a zero-byte file, etc.
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*
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* \param oldpath the old path.
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* \param newpath the new path.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
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/**
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* Get information about a filesystem path.
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*
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* \param path the path to query.
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* \param info a pointer filled in with information about the path, or NULL to
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* check for the existence of a file.
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* \returns true on success or false if the file doesn't exist, or another
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* failure; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
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/**
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* Enumerate a directory tree, filtered by pattern, and return a list.
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*
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* Files are filtered out if they don't match the string in `pattern`, which
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* may contain wildcard characters '*' (match everything) and '?' (match one
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* character). If pattern is NULL, no filtering is done and all results are
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* returned. Subdirectories are permitted, and are specified with a path
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* separator of '/'. Wildcard characters '*' and '?' never match a path
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* separator.
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*
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* `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
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* case-insensitive.
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*
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* The returned array is always NULL-terminated, for your iterating
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* convenience, but if `count` is non-NULL, on return it will contain the
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* number of items in the array, not counting the NULL terminator.
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*
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* \param path the path of the directory to enumerate.
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* \param pattern the pattern that files in the directory must match. Can be
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* NULL.
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* \param flags `SDL_GLOB_*` bitflags that affect this search.
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* \param count on return, will be set to the number of items in the returned
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* array. Can be NULL.
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* \returns an array of strings on success or NULL on failure; call
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* SDL_GetError() for more information. This is a single allocation
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* that should be freed with SDL_free() when it is no longer needed.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.1.3.
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*/
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extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
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/**
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* Get what the system believes is the "current working directory."
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*
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* For systems without a concept of a current working directory, this will
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* still attempt to provide something reasonable.
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*
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* SDL does not provide a means to _change_ the current working directory; for
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* platforms without this concept, this would cause surprises with file access
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* outside of SDL.
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*
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* \returns a UTF-8 string of the current working directory in
|
|
* platform-dependent notation. NULL if there's a problem. This
|
|
* should be freed with SDL_free() when it is no longer needed.
|
|
*
|
|
* \since This function is available since SDL 3.2.0.
|
|
*/
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|
extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
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|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_filesystem_h_ */
|