mirror of
https://github.com/dolphin-emu/dolphin.git
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dc91e8b607
Eventually, netplay will be able to use the host's NAND, but this could still be useful in some cases; for TAS it definitely makes sense to have a way to avoid using any preexisting NAND. In terms of implementation: remove D_WIIUSER_IDX, which was just WIIROOT + "/", as well as some other indices which are pointless to have as separate variables rather than just using the actual path (fixed, since they're actual Wii NAND paths) at the call site. Then split off D_SESSION_WIIROOT_IDX, which can point to the dummy NAND directory, from D_WIIROOT_IDX, which always points to the "real" one the user configured.
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/Common.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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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 number of entries from 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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#ifdef _WIN32
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std::string &GetExeDirectory();
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#endif
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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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