aboutsummaryrefslogtreecommitdiff
path: root/src/common/fs/path_util.h
blob: 7cfe85b706014f656ba7368e75f50d641a8cac3e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#pragma once

#include <filesystem>
#include <vector>

#include "common/fs/fs_util.h"

namespace Common::FS {

enum class YuzuPath {
    YuzuDir,        // Where yuzu stores its data.
    CacheDir,       // Where cached filesystem data is stored.
    ConfigDir,      // Where config files are stored.
    DumpDir,        // Where dumped data is stored.
    KeysDir,        // Where key files are stored.
    LoadDir,        // Where cheat/mod files are stored.
    LogDir,         // Where log files are stored.
    NANDDir,        // Where the emulated NAND is stored.
    ScreenshotsDir, // Where yuzu screenshots are stored.
    SDMCDir,        // Where the emulated SDMC is stored.
    ShaderDir,      // Where shaders are stored.
    TASDir,         // Where TAS scripts are stored.
};

/**
 * Validates a given path.
 *
 * A given path is valid if it meets these conditions:
 * - The path is not empty
 * - The path is not too long
 *
 * @param path Filesystem path
 *
 * @returns True if the path is valid, false otherwise.
 */
[[nodiscard]] bool ValidatePath(const std::filesystem::path& path);

#ifdef _WIN32
template <typename Path>
[[nodiscard]] bool ValidatePath(const Path& path) {
    if constexpr (IsChar<typename Path::value_type>) {
        return ValidatePath(ToU8String(path));
    } else {
        return ValidatePath(std::filesystem::path{path});
    }
}
#endif

/**
 * Concatenates two filesystem paths together.
 *
 * This is needed since the following occurs when using std::filesystem::path's operator/:
 * first: "/first/path"
 * second: "/second/path" (Note that the second path has a directory separator in the front)
 * first / second yields "/second/path" when the desired result is first/path/second/path
 *
 * @param first First filesystem path
 * @param second Second filesystem path
 *
 * @returns A concatenated filesystem path.
 */
[[nodiscard]] std::filesystem::path ConcatPath(const std::filesystem::path& first,
                                               const std::filesystem::path& second);

#ifdef _WIN32
template <typename Path1, typename Path2>
[[nodiscard]] std::filesystem::path ConcatPath(const Path1& first, const Path2& second) {
    using ValueType1 = typename Path1::value_type;
    using ValueType2 = typename Path2::value_type;
    if constexpr (IsChar<ValueType1> && IsChar<ValueType2>) {
        return ConcatPath(ToU8String(first), ToU8String(second));
    } else if constexpr (IsChar<ValueType1> && !IsChar<ValueType2>) {
        return ConcatPath(ToU8String(first), second);
    } else if constexpr (!IsChar<ValueType1> && IsChar<ValueType2>) {
        return ConcatPath(first, ToU8String(second));
    } else {
        return ConcatPath(std::filesystem::path{first}, std::filesystem::path{second});
    }
}
#endif

/**
 * Safe variant of ConcatPath that takes in a base path and an offset path from the given base path.
 *
 * If ConcatPath(base, offset) resolves to a path that is sandboxed within the base path,
 * this will return the concatenated path. Otherwise this will return the base path.
 *
 * @param base Base filesystem path
 * @param offset Offset filesystem path
 *
 * @returns A concatenated filesystem path if it is within the base path,
 *          returns the base path otherwise.
 */
[[nodiscard]] std::filesystem::path ConcatPathSafe(const std::filesystem::path& base,
                                                   const std::filesystem::path& offset);

#ifdef _WIN32
template <typename Path1, typename Path2>
[[nodiscard]] std::filesystem::path ConcatPathSafe(const Path1& base, const Path2& offset) {
    using ValueType1 = typename Path1::value_type;
    using ValueType2 = typename Path2::value_type;
    if constexpr (IsChar<ValueType1> && IsChar<ValueType2>) {
        return ConcatPathSafe(ToU8String(base), ToU8String(offset));
    } else if constexpr (IsChar<ValueType1> && !IsChar<ValueType2>) {
        return ConcatPathSafe(ToU8String(base), offset);
    } else if constexpr (!IsChar<ValueType1> && IsChar<ValueType2>) {
        return ConcatPathSafe(base, ToU8String(offset));
    } else {
        return ConcatPathSafe(std::filesystem::path{base}, std::filesystem::path{offset});
    }
}
#endif

/**
 * Checks whether a given path is sandboxed within a given base path.
 *
 * @param base Base filesystem path
 * @param path Filesystem path
 *
 * @returns True if the given path is sandboxed within the given base path, false otherwise.
 */
[[nodiscard]] bool IsPathSandboxed(const std::filesystem::path& base,
                                   const std::filesystem::path& path);

#ifdef _WIN32
template <typename Path1, typename Path2>
[[nodiscard]] bool IsPathSandboxed(const Path1& base, const Path2& path) {
    using ValueType1 = typename Path1::value_type;
    using ValueType2 = typename Path2::value_type;
    if constexpr (IsChar<ValueType1> && IsChar<ValueType2>) {
        return IsPathSandboxed(ToU8String(base), ToU8String(path));
    } else if constexpr (IsChar<ValueType1> && !IsChar<ValueType2>) {
        return IsPathSandboxed(ToU8String(base), path);
    } else if constexpr (!IsChar<ValueType1> && IsChar<ValueType2>) {
        return IsPathSandboxed(base, ToU8String(path));
    } else {
        return IsPathSandboxed(std::filesystem::path{base}, std::filesystem::path{path});
    }
}
#endif

/**
 * Checks if a character is a directory separator (either a forward slash or backslash).
 *
 * @param character Character
 *
 * @returns True if the character is a directory separator, false otherwise.
 */
[[nodiscard]] bool IsDirSeparator(char character);

/**
 * Checks if a character is a directory separator (either a forward slash or backslash).
 *
 * @param character Character
 *
 * @returns True if the character is a directory separator, false otherwise.
 */
[[nodiscard]] bool IsDirSeparator(char8_t character);

/**
 * Removes any trailing directory separators if they exist in the given path.
 *
 * @param path Filesystem path
 *
 * @returns The filesystem path without any trailing directory separators.
 */
[[nodiscard]] std::filesystem::path RemoveTrailingSeparators(const std::filesystem::path& path);

#ifdef _WIN32
template <typename Path>
[[nodiscard]] std::filesystem::path RemoveTrailingSeparators(const Path& path) {
    if constexpr (IsChar<typename Path::value_type>) {
        return RemoveTrailingSeparators(ToU8String(path));
    } else {
        return RemoveTrailingSeparators(std::filesystem::path{path});
    }
}
#endif

/**
 * Sets the directory used for application storage. Used on Android where we do not know internal
 * storage until informed by the frontend.
 *
 * @param app_directory Directory to use for application storage.
 */
void SetAppDirectory(const std::string& app_directory);

/**
 * Gets the filesystem path associated with the YuzuPath enum.
 *
 * @param yuzu_path YuzuPath enum
 *
 * @returns The filesystem path associated with the YuzuPath enum.
 */
[[nodiscard]] const std::filesystem::path& GetYuzuPath(YuzuPath yuzu_path);

/**
 * Gets the filesystem path associated with the YuzuPath enum as a UTF-8 encoded std::string.
 *
 * @param yuzu_path YuzuPath enum
 *
 * @returns The filesystem path associated with the YuzuPath enum as a UTF-8 encoded std::string.
 */
[[nodiscard]] std::string GetYuzuPathString(YuzuPath yuzu_path);

/**
 * Sets a new filesystem path associated with the YuzuPath enum.
 * If the filesystem object at new_path is not a directory, this function will not do anything.
 *
 * @param yuzu_path YuzuPath enum
 * @param new_path New filesystem path
 */
void SetYuzuPath(YuzuPath yuzu_path, const std::filesystem::path& new_path);

#ifdef _WIN32
template <typename Path>
void SetYuzuPath(YuzuPath yuzu_path, const Path& new_path) {
    if constexpr (IsChar<typename Path::value_type>) {
        SetYuzuPath(yuzu_path, ToU8String(new_path));
    } else {
        SetYuzuPath(yuzu_path, std::filesystem::path{new_path});
    }
}
#endif

#ifdef _WIN32

/**
 * Gets the path of the directory containing the executable of the current process.
 *
 * @returns The path of the directory containing the executable of the current process.
 */
[[nodiscard]] std::filesystem::path GetExeDirectory();

/**
 * Gets the path of the current user's %APPDATA% directory (%USERPROFILE%/AppData/Roaming).
 *
 * @returns The path of the current user's %APPDATA% directory.
 */
[[nodiscard]] std::filesystem::path GetAppDataRoamingDirectory();

#else

/**
 * Gets the path of the directory specified by the #HOME environment variable.
 * If $HOME is not defined, it will attempt to query the user database in passwd instead.
 *
 * @returns The path of the current user's home directory.
 */
[[nodiscard]] std::filesystem::path GetHomeDirectory();

/**
 * Gets the relevant paths for yuzu to store its data based on the given XDG environment variable.
 * See https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
 * Defaults to $HOME/.local/share for main application data,
 * $HOME/.cache for cached data, and $HOME/.config for configuration files.
 *
 * @param env_name XDG environment variable name
 *
 * @returns The path where yuzu should store its data.
 */
[[nodiscard]] std::filesystem::path GetDataDirectory(const std::string& env_name);

#endif

#ifdef __APPLE__

[[nodiscard]] std::filesystem::path GetBundleDirectory();

#endif

// vvvvvvvvvv Deprecated vvvvvvvvvv //

// Removes the final '/' or '\' if one exists
[[nodiscard]] std::string_view RemoveTrailingSlash(std::string_view path);

enum class DirectorySeparator {
    ForwardSlash,
    BackwardSlash,
    PlatformDefault,
};

// Splits the path on '/' or '\' and put the components into a vector
// i.e. "C:\Users\Yuzu\Documents\save.bin" becomes {"C:", "Users", "Yuzu", "Documents", "save.bin" }
[[nodiscard]] std::vector<std::string> SplitPathComponents(std::string_view filename);

// Removes trailing slash, makes all '\\' into '/', and removes duplicate '/'. Makes '/' into '\\'
// depending if directory_separator is BackwardSlash or PlatformDefault and running on windows
[[nodiscard]] std::string SanitizePath(
    std::string_view path,
    DirectorySeparator directory_separator = DirectorySeparator::ForwardSlash);

// Gets all of the text up to the last '/' or '\' in the path.
[[nodiscard]] std::string_view GetParentPath(std::string_view path);

// Gets all of the text after the first '/' or '\' in the path.
[[nodiscard]] std::string_view GetPathWithoutTop(std::string_view path);

// Gets the filename of the path
[[nodiscard]] std::string_view GetFilename(std::string_view path);

// Gets the extension of the filename
[[nodiscard]] std::string_view GetExtensionFromFilename(std::string_view name);

} // namespace Common::FS