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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * # CategoryFilesystem
- *
- * SDL offers an API for examining and manipulating the system's filesystem.
- * This covers most things one would need to do with directories, except for
- * actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
- * and [CategoryAsyncIO](CategoryAsyncIO) instead).
- *
- * There are functions to answer necessary path questions:
- *
- * - Where is my app's data? SDL_GetBasePath().
- * - Where can I safely write files? SDL_GetPrefPath().
- * - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
- * - What is this thing at this location? SDL_GetPathInfo().
- * - What items live in this folder? SDL_EnumerateDirectory().
- * - What items live in this folder by wildcard? SDL_GlobDirectory().
- * - What is my current working directory? SDL_GetCurrentDirectory().
- *
- * SDL also offers functions to manipulate the directory tree: renaming,
- * removing, copying files.
- */
- #ifndef SDL_filesystem_h_
- #define SDL_filesystem_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * Get the directory where the application was run from.
- *
- * SDL caches the result of this call internally, but the first call to this
- * function is not necessarily fast, so plan accordingly.
- *
- * **macOS and iOS Specific Functionality**: If the application is in a ".app"
- * bundle, this function returns the Resource directory (e.g.
- * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
- * a property to the Info.plist file. Adding a string key with the name
- * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
- * behaviour.
- *
- * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
- * application in /Applications/SDLApp/MyApp.app):
- *
- * - `resource`: bundle resource directory (the default). For example:
- * `/Applications/SDLApp/MyApp.app/Contents/Resources`
- * - `bundle`: the Bundle directory. For example:
- * `/Applications/SDLApp/MyApp.app/`
- * - `parent`: the containing directory of the bundle. For example:
- * `/Applications/SDLApp/`
- *
- * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
- * directory of the application as it is uncommon to store resources outside
- * the executable. As such it is not a writable directory.
- *
- * The returned path is guaranteed to end with a path separator ('\\' on
- * Windows, '/' on most other platforms).
- *
- * \returns an absolute path in UTF-8 encoding to the application data
- * directory. NULL will be returned on error or when the platform
- * doesn't implement this functionality, call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetPrefPath
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
- /**
- * Get the user-and-app-specific path where files can be written.
- *
- * Get the "pref dir". This is meant to be where users can write personal
- * files (preferences and save games, etc) that are specific to your
- * application. This directory is unique per user, per application.
- *
- * This function will decide the appropriate location in the native
- * filesystem, create the directory if necessary, and return a string of the
- * absolute path to the directory in UTF-8 encoding.
- *
- * On Windows, the string might look like:
- *
- * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
- *
- * On Linux, the string might look like:
- *
- * `/home/bob/.local/share/My Program Name/`
- *
- * On macOS, the string might look like:
- *
- * `/Users/bob/Library/Application Support/My Program Name/`
- *
- * You should assume the path returned by this function is the only safe place
- * to write files (and that SDL_GetBasePath(), while it might be writable, or
- * even the parent of the returned path, isn't where you should be writing
- * things).
- *
- * Both the org and app strings may become part of a directory name, so please
- * follow these rules:
- *
- * - Try to use the same org string (_including case-sensitivity_) for all
- * your applications that use this function.
- * - Always use a unique app string for each one, and make sure it never
- * changes for an app once you've decided on it.
- * - Unicode characters are legal, as long as they are UTF-8 encoded, but...
- * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
- * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
- *
- * The returned path is guaranteed to end with a path separator ('\\' on
- * Windows, '/' on most other platforms).
- *
- * \param org the name of your organization.
- * \param app the name of your application.
- * \returns a UTF-8 string of the user directory in platform-dependent
- * notation. NULL if there's a problem (creating directory failed,
- * etc.). This should be freed with SDL_free() when it is no longer
- * needed.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetBasePath
- */
- extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
- /**
- * The type of the OS-provided default folder for a specific purpose.
- *
- * Note that the Trash folder isn't included here, because trashing files
- * usually involves extra OS-specific functionality to remember the file's
- * original location.
- *
- * The folders supported per platform are:
- *
- * | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
- * | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
- * | HOME | X | X | | X | X | X |
- * | DESKTOP | X | X | | X | X | |
- * | DOCUMENTS | X | X | | X | | |
- * | DOWNLOADS | Vista+ | X | | X | | |
- * | MUSIC | X | X | | X | | |
- * | PICTURES | X | X | | X | | |
- * | PUBLICSHARE | | X | | X | | |
- * | SAVEDGAMES | Vista+ | | | | | |
- * | SCREENSHOTS | Vista+ | | | | | |
- * | TEMPLATES | X | X | | X | | |
- * | VIDEOS | X | X* | | X | | |
- *
- * Note that on macOS/iOS, the Videos folder is called "Movies".
- *
- * \since This enum is available since SDL 3.2.0.
- *
- * \sa SDL_GetUserFolder
- */
- typedef enum SDL_Folder
- {
- 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. */
- 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. */
- SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
- SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */
- SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */
- SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */
- SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
- SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */
- SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
- 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. */
- SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */
- SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */
- } SDL_Folder;
- /**
- * Finds the most suitable user folder for a specific purpose.
- *
- * Many OSes provide certain standard folders for certain purposes, such as
- * storing pictures, music or videos for a certain user. This function gives
- * the path for many of those special locations.
- *
- * This function is specifically for _user_ folders, which are meant for the
- * user to access and manage. For application-specific folders, meant to hold
- * data for the application to manage, see SDL_GetBasePath() and
- * SDL_GetPrefPath().
- *
- * The returned path is guaranteed to end with a path separator ('\\' on
- * Windows, '/' on most other platforms).
- *
- * If NULL is returned, the error may be obtained with SDL_GetError().
- *
- * \param folder the type of folder to find.
- * \returns either a null-terminated C string containing the full path to the
- * folder, or NULL if an error happened.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
- /* Abstract filesystem interface */
- /**
- * Types of filesystem entries.
- *
- * Note that there may be other sorts of items on a filesystem: devices,
- * symlinks, named pipes, etc. They are currently reported as
- * SDL_PATHTYPE_OTHER.
- *
- * \since This enum is available since SDL 3.2.0.
- *
- * \sa SDL_PathInfo
- */
- typedef enum SDL_PathType
- {
- SDL_PATHTYPE_NONE, /**< path does not exist */
- SDL_PATHTYPE_FILE, /**< a normal file */
- SDL_PATHTYPE_DIRECTORY, /**< a directory */
- SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */
- } SDL_PathType;
- /**
- * Information about a path on the filesystem.
- *
- * \since This datatype is available since SDL 3.2.0.
- *
- * \sa SDL_GetPathInfo
- * \sa SDL_GetStoragePathInfo
- */
- typedef struct SDL_PathInfo
- {
- SDL_PathType type; /**< the path type */
- Uint64 size; /**< the file size in bytes */
- SDL_Time create_time; /**< the time when the path was created */
- SDL_Time modify_time; /**< the last time the path was modified */
- SDL_Time access_time; /**< the last time the path was read */
- } SDL_PathInfo;
- /**
- * Flags for path matching.
- *
- * \since This datatype is available since SDL 3.2.0.
- *
- * \sa SDL_GlobDirectory
- * \sa SDL_GlobStorageDirectory
- */
- typedef Uint32 SDL_GlobFlags;
- #define SDL_GLOB_CASEINSENSITIVE (1u << 0)
- /**
- * Create a directory, and any missing parent directories.
- *
- * This reports success if `path` already exists as a directory.
- *
- * If parent directories are missing, it will also create them. Note that if
- * this fails, it will not remove any parent directories it already made.
- *
- * \param path the path of the directory to create.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
- /**
- * Possible results from an enumeration callback.
- *
- * \since This enum is available since SDL 3.2.0.
- *
- * \sa SDL_EnumerateDirectoryCallback
- */
- typedef enum SDL_EnumerationResult
- {
- SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */
- SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */
- SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */
- } SDL_EnumerationResult;
- /**
- * Callback for directory enumeration.
- *
- * Enumeration of directory entries will continue until either all entries
- * have been provided to the callback, or the callback has requested a stop
- * through its return value.
- *
- * Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
- * callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
- * terminate the enumeration early, and dictate the return value of the
- * enumeration function itself.
- *
- * `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
- * on most other platforms).
- *
- * \param userdata an app-controlled pointer that is passed to the callback.
- * \param dirname the directory that is being enumerated.
- * \param fname the next entry in the enumeration.
- * \returns how the enumeration should proceed.
- *
- * \since This datatype is available since SDL 3.2.0.
- *
- * \sa SDL_EnumerateDirectory
- */
- typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
- /**
- * Enumerate a directory through a callback function.
- *
- * This function provides every directory entry through an app-provided
- * callback, called once for each directory entry, until all results have been
- * provided or the callback returns either SDL_ENUM_SUCCESS or
- * SDL_ENUM_FAILURE.
- *
- * This will return false if there was a system problem in general, or if a
- * callback returns SDL_ENUM_FAILURE. A successful return means a callback
- * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
- * were enumerated.
- *
- * \param path the path of the directory to enumerate.
- * \param callback a function that is called for each entry in the directory.
- * \param userdata a pointer that is passed to `callback`.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
- /**
- * Remove a file or an empty directory.
- *
- * Directories that are not empty will fail; this function will not recursely
- * delete directory trees.
- *
- * \param path the path to remove from the filesystem.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
- /**
- * Rename a file or directory.
- *
- * If the file at `newpath` already exists, it will replaced.
- *
- * Note that this will not copy files across filesystems/drives/volumes, as
- * that is a much more complicated (and possibly time-consuming) operation.
- *
- * Which is to say, if this function fails, SDL_CopyFile() to a temporary file
- * in the same directory as `newpath`, then SDL_RenamePath() from the
- * temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
- * for files. Renaming a non-empty directory across filesystems is
- * dramatically more complex, however.
- *
- * \param oldpath the old path.
- * \param newpath the new path.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
- /**
- * Copy a file.
- *
- * If the file at `newpath` already exists, it will be overwritten with the
- * contents of the file at `oldpath`.
- *
- * This function will block until the copy is complete, which might be a
- * significant time for large files on slow disks. On some platforms, the copy
- * can be handed off to the OS itself, but on others SDL might just open both
- * paths, and read from one and write to the other.
- *
- * Note that this is not an atomic operation! If something tries to read from
- * `newpath` while the copy is in progress, it will see an incomplete copy of
- * the data, and if the calling thread terminates (or the power goes out)
- * during the copy, `newpath`'s previous contents will be gone, replaced with
- * an incomplete copy of the data. To avoid this risk, it is recommended that
- * the app copy to a temporary file in the same directory as `newpath`, and if
- * the copy is successful, use SDL_RenamePath() to replace `newpath` with the
- * temporary file. This will ensure that reads of `newpath` will either see a
- * complete copy of the data, or it will see the pre-copy state of `newpath`.
- *
- * This function attempts to synchronize the newly-copied data to disk before
- * returning, if the platform allows it, so that the renaming trick will not
- * have a problem in a system crash or power failure, where the file could be
- * renamed but the contents never made it from the system file cache to the
- * physical disk.
- *
- * If the copy fails for any reason, the state of `newpath` is undefined. It
- * might be half a copy, it might be the untouched data of what was already
- * there, or it might be a zero-byte file, etc.
- *
- * \param oldpath the old path.
- * \param newpath the new path.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
- /**
- * Get information about a filesystem path.
- *
- * \param path the path to query.
- * \param info a pointer filled in with information about the path, or NULL to
- * check for the existence of a file.
- * \returns true on success or false if the file doesn't exist, or another
- * failure; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
- /**
- * Enumerate a directory tree, filtered by pattern, and return a list.
- *
- * Files are filtered out if they don't match the string in `pattern`, which
- * may contain wildcard characters '\*' (match everything) and '?' (match one
- * character). If pattern is NULL, no filtering is done and all results are
- * returned. Subdirectories are permitted, and are specified with a path
- * separator of '/'. Wildcard characters '\*' and '?' never match a path
- * separator.
- *
- * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
- * case-insensitive.
- *
- * The returned array is always NULL-terminated, for your iterating
- * convenience, but if `count` is non-NULL, on return it will contain the
- * number of items in the array, not counting the NULL terminator.
- *
- * \param path the path of the directory to enumerate.
- * \param pattern the pattern that files in the directory must match. Can be
- * NULL.
- * \param flags `SDL_GLOB_*` bitflags that affect this search.
- * \param count on return, will be set to the number of items in the returned
- * array. Can be NULL.
- * \returns an array of strings on success or NULL on failure; call
- * SDL_GetError() for more information. This is a single allocation
- * that should be freed with SDL_free() when it is no longer needed.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
- /**
- * Get what the system believes is the "current working directory."
- *
- * For systems without a concept of a current working directory, this will
- * still attempt to provide something reasonable.
- *
- * SDL does not provide a means to _change_ the current working directory; for
- * platforms without this concept, this would cause surprises with file access
- * outside of SDL.
- *
- * The returned path is guaranteed to end with a path separator ('\\' on
- * Windows, '/' on most other platforms).
- *
- * \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.
- */
- extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_filesystem_h_ */
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