| /* |
| 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/` |
| * |
| * **Android Specific Functionality**: This function returns "./", which |
| * allows filesystem operations to use internal storage and the asset system. |
| * |
| * **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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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. |
| * |
| * Due to historical mistakes, `org` is allowed to be NULL or "". In such |
| * cases, SDL will omit the org subdirectory, including on platforms where it |
| * shouldn't, and including on platforms where this would make your app fail |
| * certification for an app store. New apps should definitely specify a real |
| * string for `org`. |
| * |
| * 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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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 be 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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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. |
| * |
| * \threadsafety It is safe to call this function from any thread, but this |
| * operation is not atomic, so the app might need to protect |
| * access to specific paths from other threads if appropriate. |
| * |
| * \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. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \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. |
| * |
| * \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_GetCurrentDirectory(void); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_filesystem_h_ */ |