1 /* 2 DSDL 3 Copyright (C) 2025 Inochi2D Project <luna@foxgirls.gay> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20 21 ========================================================================== 22 23 Simple DirectMedia Layer 24 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> 25 26 This software is provided 'as-is', without any express or implied 27 warranty. In no event will the authors be held liable for any damages 28 arising from the use of this software. 29 30 Permission is granted to anyone to use this software for any purpose, 31 including commercial applications, and to alter it and redistribute it 32 freely, subject to the following restrictions: 33 34 1. The origin of this software must not be misrepresented; you must not 35 claim that you wrote the original software. If you use this software 36 in a product, an acknowledgment in the product documentation would be 37 appreciated but is not required. 38 2. Altered source versions must be plainly marked as such, and must not be 39 misrepresented as being the original software. 40 3. This notice may not be removed or altered from any source distribution. 41 */ 42 43 /** 44 SDL FileSystem 45 46 See_Also: 47 $(LINK2 https://wiki.libsdl.org/SDL3/CategoryFileSystem, SDL3 MessageBox Documentation) 48 49 Copyright: © 2025 Inochi2D Project, © 1997-2025 Sam Lantinga 50 License: Subject to the terms of the Zlib License, as written in the LICENSE file. 51 Authors: 52 Luna Nielsen 53 */ 54 module sdl.filesystem; 55 import sdl.stdc; 56 57 extern (C) nothrow @nogc: 58 59 /** 60 Get the directory where the application was run from. 61 62 SDL caches the result of this call internally, but the first call to this 63 function is not necessarily fast, so plan accordingly. 64 65 **macOS and iOS Specific Functionality**: If the application is in a ".app" 66 bundle, this function returns the Resource directory (e.g. 67 MyApp.app/Contents/Resources/). This behaviour can be overridden by adding 68 a property to the Info.plist file. Adding a string key with the name 69 SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the 70 behaviour. 71 72 Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an 73 application in /Applications/SDLApp/MyApp.app): 74 75 - `resource`: bundle resource directory (the default). For example: 76 `/Applications/SDLApp/MyApp.app/Contents/Resources` 77 - `bundle`: the Bundle directory. For example: 78 `/Applications/SDLApp/MyApp.app/` 79 - `parent`: the containing directory of the bundle. For example: 80 `/Applications/SDLApp/` 81 82 **Nintendo 3DS Specific Functionality**: This function returns "romfs" 83 directory of the application as it is uncommon to store resources outside 84 the executable. As such it is not a writable directory. 85 86 The returned path is guaranteed to end with a path separator ('\\' on 87 Windows, '/' on most other platforms). 88 89 Returns: 90 An absolute path in UTF-8 encoding to the application data 91 directory. NULL will be returned on error or when the platform 92 doesn't implement this functionality, call SDL_GetError() for more 93 information. 94 95 See_Also: 96 $(D SDL_GetPrefPath) 97 */ 98 extern const(char)* SDL_GetBasePath(); 99 100 /** 101 Get the user-and-app-specific path where files can be written. 102 103 Get the "pref dir". This is meant to be where users can write personal 104 files (preferences and save games, etc) that are specific to your 105 application. This directory is unique per user, per application. 106 107 This function will decide the appropriate location in the native 108 filesystem, create the directory if necessary, and return a string of the 109 absolute path to the directory in UTF-8 encoding. 110 111 On Windows, the string might look like: 112 113 `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\` 114 115 On Linux, the string might look like: 116 117 `/home/bob/.local/share/My Program Name/` 118 119 On macOS, the string might look like: 120 121 `/Users/bob/Library/Application Support/My Program Name/` 122 123 You should assume the path returned by this function is the only safe place 124 to write files (and that SDL_GetBasePath(), while it might be writable, or 125 even the parent of the returned path, isn't where you should be writing 126 things). 127 128 Both the org and app strings may become part of a directory name, so please 129 follow these rules: 130 131 - Try to use the same org string (_including case-sensitivity_) for all 132 your applications that use this function. 133 - Always use a unique app string for each one, and make sure it never 134 changes for an app once you've decided on it. 135 - Unicode characters are legal, as long as they are UTF-8 encoded, but... 136 - ...only use letters, numbers, and spaces. Avoid punctuation like "Game 137 Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. 138 139 The returned path is guaranteed to end with a path separator ('\\' on 140 Windows, '/' on most other platforms). 141 142 Params: 143 org = the name of your organization. 144 app = the name of your application. 145 146 Returns: 147 A UTF-8 string of the user directory in platform-dependent 148 notation. NULL if there's a problem (creating directory failed, 149 etc.). This should be freed with SDL_free() when it is no longer 150 needed. 151 152 See_Also: 153 $(D SDL_GetBasePath) 154 */ 155 extern char* SDL_GetPrefPath(const(char)* org, const(char)* app); 156 157 /** 158 The type of the OS-provided default folder for a specific purpose. 159 160 Note that the Trash folder isn't included here, because trashing files 161 usually involves extra OS-specific functionality to remember the file's 162 original location. 163 164 The folders supported per platform are: 165 166 | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten | 167 | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- | 168 | HOME | X | X | | X | X | X | 169 | DESKTOP | X | X | | X | X | | 170 | DOCUMENTS | X | X | | X | | | 171 | DOWNLOADS | Vista+ | X | | X | | | 172 | MUSIC | X | X | | X | | | 173 | PICTURES | X | X | | X | | | 174 | PUBLICSHARE | | X | | X | | | 175 | SAVEDGAMES | Vista+ | | | | | | 176 | SCREENSHOTS | Vista+ | | | | | | 177 | TEMPLATES | X | X | | X | | | 178 | VIDEOS | X | X* | | X | | | 179 180 Notes: 181 On macOS/iOS, the Videos folder is called "Movies". 182 183 See_Also: 184 $(D SDL_GetUserFolder) 185 */ 186 enum SDL_Folder { 187 188 /** 189 The folder which contains all of the current user's data, preferences, and documents. 190 It usually contains most of the other folders. 191 If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. 192 */ 193 SDL_FOLDER_HOME, 194 195 /** 196 The folder of files that are displayed on the desktop. 197 Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; 198 certain GNU/Linux distros with a graphical environment may not have desktop icons. 199 */ 200 SDL_FOLDER_DESKTOP, 201 202 /** 203 User document files, possibly application-specific. 204 This is a good place to save a user's projects. 205 */ 206 SDL_FOLDER_DOCUMENTS, 207 208 /** 209 Standard folder for user files downloaded from the internet. 210 */ 211 SDL_FOLDER_DOWNLOADS, 212 213 /** 214 Music files that can be played using a standard music player (mp3, ogg...). 215 */ 216 SDL_FOLDER_MUSIC, 217 218 /** 219 Image files that can be displayed using a standard viewer (png, jpg...). 220 */ 221 SDL_FOLDER_PICTURES, 222 223 /** 224 Files that are meant to be shared with other users on the same computer. 225 */ 226 SDL_FOLDER_PUBLICSHARE, 227 228 /** 229 Save files for games. 230 */ 231 SDL_FOLDER_SAVEDGAMES, 232 233 /** 234 Application screenshots. 235 */ 236 SDL_FOLDER_SCREENSHOTS, 237 238 /** 239 Template files to be used when the user requests the desktop environment to create a new file in a certain folder, 240 such as "New Text File.txt". 241 242 Any file in the Templates folder can be used as a starting point for a new file. 243 */ 244 SDL_FOLDER_TEMPLATES, 245 246 /** 247 Video files that can be played using a standard video player (mp4, webm...). 248 */ 249 SDL_FOLDER_VIDEOS, 250 251 /** 252 Total number of types in this enum, not a folder type by itself. 253 */ 254 SDL_FOLDER_COUNT 255 } 256 257 /** 258 Finds the most suitable user folder for a specific purpose. 259 260 Many OSes provide certain standard folders for certain purposes, such as 261 storing pictures, music or videos for a certain user. This function gives 262 the path for many of those special locations. 263 264 This function is specifically for _user_ folders, which are meant for the 265 user to access and manage. For application-specific folders, meant to hold 266 data for the application to manage, see SDL_GetBasePath() and 267 SDL_GetPrefPath(). 268 269 The returned path is guaranteed to end with a path separator ('\\' on 270 Windows, '/' on most other platforms). 271 272 If NULL is returned, the error may be obtained with SDL_GetError(). 273 274 Params: 275 folder = the type of folder to find. 276 277 Returns: 278 either a null-terminated C string containing the full path to the 279 folder, or NULL if an error happened. 280 */ 281 extern const(char)* SDL_GetUserFolder(SDL_Folder folder); 282 283 /** 284 Types of filesystem entries. 285 286 Note that there may be other sorts of items on a filesystem: devices, 287 symlinks, named pipes, etc. They are currently reported as 288 SDL_PATHTYPE_OTHER. 289 290 See_Also: 291 $(D SDL_PathInfo) 292 */ 293 enum SDL_PathType { 294 295 /** 296 Path does not exist 297 */ 298 SDL_PATHTYPE_NONE, 299 300 /** 301 A normal file 302 */ 303 SDL_PATHTYPE_FILE, 304 305 /** 306 A directory 307 */ 308 SDL_PATHTYPE_DIRECTORY, 309 310 /** 311 Something completely different like a device node (not a symlink, those are always followed) 312 */ 313 SDL_PATHTYPE_OTHER 314 } 315 316 /** 317 Information about a path on the filesystem. 318 319 See_Also: 320 $(D SDL_GetPathInfo) 321 $(D SDL_GetStoragePathInfo) 322 */ 323 struct SDL_PathInfo { 324 325 /** 326 The path type 327 */ 328 SDL_PathType type; 329 330 /** 331 The file size in bytes 332 */ 333 Uint64 size; 334 335 /** 336 The time when the path was created 337 */ 338 SDL_Time create_time; 339 340 /** 341 The last time the path was modified 342 */ 343 SDL_Time modify_time; 344 345 /** 346 The last time the path was read 347 */ 348 SDL_Time access_time; 349 } 350 351 /** 352 Flags for path matching. 353 354 See_Also: 355 $(D SDL_GlobDirectory) 356 $(D SDL_GlobStorageDirectory) 357 */ 358 enum SDL_GlobFlags : Uint32 { 359 SDL_GLOB_CASEINSENSITIVE = (1u << 0), 360 } 361 362 /** 363 Create a directory, and any missing parent directories. 364 365 This reports success if `path` already exists as a directory. 366 367 If parent directories are missing, it will also create them. Note that if 368 this fails, it will not remove any parent directories it already made. 369 370 Params: 371 path = the path of the directory to create. 372 373 Returns: 374 true on success or false on failure; call SDL_GetError() for more 375 information. 376 */ 377 extern bool SDL_CreateDirectory(const(char)* path); 378 379 /** 380 Possible results from an enumeration callback. 381 382 See_Also: 383 $(D SDL_EnumerateDirectoryCallback) 384 */ 385 enum SDL_EnumerationResult { 386 387 /** 388 Value that requests that enumeration continue. 389 */ 390 SDL_ENUM_CONTINUE, 391 392 /** 393 Value that requests that enumeration stop, successfully. 394 */ 395 SDL_ENUM_SUCCESS, 396 397 /** 398 Value that requests that enumeration stop, as a failure. 399 */ 400 SDL_ENUM_FAILURE 401 } 402 403 /** 404 Callback for directory enumeration. 405 406 Enumeration of directory entries will continue until either all entries 407 have been provided to the callback, or the callback has requested a stop 408 through its return value. 409 410 Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the 411 callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will 412 terminate the enumeration early, and dictate the return value of the 413 enumeration function itself. 414 415 `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/' 416 on most other platforms). 417 418 Params: 419 userdata = an app-controlled pointer that is passed to the callback. 420 dirname = the directory that is being enumerated. 421 fname = the next entry in the enumeration. 422 423 Returns: 424 how the enumeration should proceed. 425 426 See_Also: 427 $(D SDL_EnumerateDirectory) 428 */ 429 alias SDL_EnumerateDirectoryCallback = SDL_EnumerationResult function( 430 void* userdata, const(char)* dirname, const(char)* fname); 431 432 /** 433 Enumerate a directory through a callback function. 434 435 This function provides every directory entry through an app-provided 436 callback, called once for each directory entry, until all results have been 437 provided or the callback returns either SDL_ENUM_SUCCESS or 438 SDL_ENUM_FAILURE. 439 440 This will return false if there was a system problem in general, or if a 441 callback returns SDL_ENUM_FAILURE. A successful return means a callback 442 returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries 443 were enumerated. 444 445 Params: 446 path = the path of the directory to enumerate. 447 callback = a function that is called for each entry in the directory. 448 userdata = a pointer that is passed to `callback`. 449 450 Returns: 451 true on success or false on failure; call SDL_GetError() for more 452 information. 453 */ 454 extern bool SDL_EnumerateDirectory(const(char)* path, SDL_EnumerateDirectoryCallback callback, void* userdata); 455 456 /** 457 Remove a file or an empty directory. 458 459 Directories that are not empty will fail; this function will not recursely 460 delete directory trees. 461 462 Params: 463 path = the path to remove from the filesystem. 464 465 Returns: 466 true on success or false on failure; call SDL_GetError() for more 467 information. 468 */ 469 extern bool SDL_RemovePath(const(char)* path); 470 471 /** 472 Rename a file or directory. 473 474 If the file at `newpath` already exists, it will replaced. 475 476 Note that this will not copy files across filesystems/drives/volumes, as 477 that is a much more complicated (and possibly time-consuming) operation. 478 479 Which is to say, if this function fails, SDL_CopyFile() to a temporary file 480 in the same directory as `newpath`, then SDL_RenamePath() from the 481 temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work 482 for files. Renaming a non-empty directory across filesystems is 483 dramatically more complex, however. 484 485 Params: 486 oldpath = the old path. 487 newpath = the new path. 488 489 Returns: 490 true on success or false on failure; call SDL_GetError() for more 491 information. 492 */ 493 extern bool SDL_RenamePath(const(char)* oldpath, const(char)* newpath); 494 495 /** 496 Copy a file. 497 498 If the file at `newpath` already exists, it will be overwritten with the 499 contents of the file at `oldpath`. 500 501 This function will block until the copy is complete, which might be a 502 significant time for large files on slow disks. On some platforms, the copy 503 can be handed off to the OS itself, but on others SDL might just open both 504 paths, and read from one and write to the other. 505 506 Note that this is not an atomic operation! If something tries to read from 507 `newpath` while the copy is in progress, it will see an incomplete copy of 508 the data, and if the calling thread terminates (or the power goes out) 509 during the copy, `newpath`'s previous contents will be gone, replaced with 510 an incomplete copy of the data. To avoid this risk, it is recommended that 511 the app copy to a temporary file in the same directory as `newpath`, and if 512 the copy is successful, use SDL_RenamePath() to replace `newpath` with the 513 temporary file. This will ensure that reads of `newpath` will either see a 514 complete copy of the data, or it will see the pre-copy state of `newpath`. 515 516 This function attempts to synchronize the newly-copied data to disk before 517 returning, if the platform allows it, so that the renaming trick will not 518 have a problem in a system crash or power failure, where the file could be 519 renamed but the contents never made it from the system file cache to the 520 physical disk. 521 522 If the copy fails for any reason, the state of `newpath` is undefined. It 523 might be half a copy, it might be the untouched data of what was already 524 there, or it might be a zero-byte file, etc. 525 526 Params: 527 oldpath = the old path. 528 newpath = the new path. 529 530 Returns: 531 true on success or false on failure; call SDL_GetError() for more 532 information. 533 */ 534 extern bool SDL_CopyFile(const(char)* oldpath, const(char)* newpath); 535 536 /** 537 Get information about a filesystem path. 538 539 Params: 540 path = the path to query. 541 info = a pointer filled in with information about the path, or NULL to 542 check for the existence of a file. 543 544 Returns: 545 true on success or false if the file doesn't exist, or another 546 failure; call SDL_GetError() for more information. 547 */ 548 extern bool SDL_GetPathInfo(const(char)* path, SDL_PathInfo* info); 549 550 /** 551 Enumerate a directory tree, filtered by pattern, and return a list. 552 553 Files are filtered out if they don't match the string in `pattern`, which 554 may contain wildcard characters '\*' (match everything) and '?' (match one 555 character). If pattern is NULL, no filtering is done and all results are 556 returned. Subdirectories are permitted, and are specified with a path 557 separator of '/'. Wildcard characters '\*' and '?' never match a path 558 separator. 559 560 `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching 561 case-insensitive. 562 563 The returned array is always NULL-terminated, for your iterating 564 convenience, but if `count` is non-NULL, on return it will contain the 565 number of items in the array, not counting the NULL terminator. 566 567 Params: 568 path = the path of the directory to enumerate. 569 pattern = the pattern that files in the directory must match. Can be 570 NULL. 571 flags = `SDL_GLOB_*` bitflags that affect this search. 572 count = on return, will be set to the number of items in the returned 573 array. Can be NULL. 574 575 Returns: 576 an array of strings on success or NULL on failure; call 577 SDL_GetError() for more information. This is a single allocation 578 that should be freed with SDL_free() when it is no longer needed. 579 580 Threadsafety: 581 It is safe to call this function from any thread. 582 */ 583 extern char** SDL_GlobDirectory(const(char)* path, const(char)* pattern, SDL_GlobFlags flags, int* count); 584 585 /** 586 Get what the system believes is the "current working directory." 587 588 For systems without a concept of a current working directory, this will 589 still attempt to provide something reasonable. 590 591 SDL does not provide a means to _change_ the current working directory; for 592 platforms without this concept, this would cause surprises with file access 593 outside of SDL. 594 595 The returned path is guaranteed to end with a path separator ('\\' on 596 Windows, '/' on most other platforms). 597 598 Returns: 599 A UTF-8 string of the current working directory in 600 platform-dependent notation. NULL if there's a problem. This 601 should be freed with SDL_free() when it is no longer needed. 602 */ 603 extern char* SDL_GetCurrentDirectory();