126 lines
4.0 KiB
C++
126 lines
4.0 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <unordered_map>
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#include "common/logging/log.h"
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#include "common/path_util.h"
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#include "common/scope_exit.h"
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#ifdef __APPLE__
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#include <CoreFoundation/CFBundle.h>
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#include <sys/param.h>
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#endif
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#ifndef MAX_PATH
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#ifdef _WIN32
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// This is the maximum number of UTF-16 code units permissible in Windows file paths
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#define MAX_PATH 260
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#else
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// This is the maximum number of UTF-8 code units permissible in all other OSes' file paths
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#define MAX_PATH 1024
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#endif
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#endif
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namespace Common::FS {
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namespace fs = std::filesystem;
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#ifdef __APPLE__
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static std::filesystem::path GetBundleParentDirectory() {
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if (CFBundleRef bundle_ref = CFBundleGetMainBundle()) {
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if (CFURLRef bundle_url_ref = CFBundleCopyBundleURL(bundle_ref)) {
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SCOPE_EXIT {
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CFRelease(bundle_url_ref);
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};
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if (CFStringRef bundle_path_ref =
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CFURLCopyFileSystemPath(bundle_url_ref, kCFURLPOSIXPathStyle)) {
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SCOPE_EXIT {
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CFRelease(bundle_path_ref);
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};
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char app_bundle_path[MAXPATHLEN];
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if (CFStringGetFileSystemRepresentation(bundle_path_ref, app_bundle_path,
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sizeof(app_bundle_path))) {
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std::filesystem::path bundle_path{app_bundle_path};
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return bundle_path.parent_path();
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}
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}
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}
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}
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return std::filesystem::current_path();
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}
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#endif
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static auto UserPaths = [] {
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#ifdef __APPLE__
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std::filesystem::current_path(GetBundleParentDirectory());
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#endif
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std::unordered_map<PathType, fs::path> paths;
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const auto user_dir = std::filesystem::current_path() / PORTABLE_DIR;
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const auto create_path = [&](PathType shad_path, const fs::path& new_path) {
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std::filesystem::create_directory(new_path);
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paths.insert_or_assign(shad_path, new_path);
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};
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create_path(PathType::UserDir, user_dir);
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create_path(PathType::LogDir, user_dir / LOG_DIR);
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create_path(PathType::ScreenshotsDir, user_dir / SCREENSHOTS_DIR);
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create_path(PathType::ShaderDir, user_dir / SHADER_DIR);
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create_path(PathType::PM4Dir, user_dir / PM4_DIR);
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create_path(PathType::SaveDataDir, user_dir / SAVEDATA_DIR);
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create_path(PathType::GameDataDir, user_dir / GAMEDATA_DIR);
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create_path(PathType::TempDataDir, user_dir / TEMPDATA_DIR);
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create_path(PathType::SysModuleDir, user_dir / SYSMODULES_DIR);
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create_path(PathType::DownloadDir, user_dir / DOWNLOAD_DIR);
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create_path(PathType::CapturesDir, user_dir / CAPTURES_DIR);
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return paths;
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}();
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bool ValidatePath(const fs::path& path) {
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if (path.empty()) {
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LOG_ERROR(Common_Filesystem, "Input path is empty, path={}", PathToUTF8String(path));
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return false;
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}
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#ifdef _WIN32
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if (path.u16string().size() >= MAX_PATH) {
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LOG_ERROR(Common_Filesystem, "Input path is too long, path={}", PathToUTF8String(path));
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return false;
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}
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#else
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if (path.u8string().size() >= MAX_PATH) {
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LOG_ERROR(Common_Filesystem, "Input path is too long, path={}", PathToUTF8String(path));
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return false;
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}
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#endif
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return true;
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}
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std::string PathToUTF8String(const std::filesystem::path& path) {
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const auto u8_string = path.u8string();
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return std::string{u8_string.begin(), u8_string.end()};
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}
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const fs::path& GetUserPath(PathType shad_path) {
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return UserPaths.at(shad_path);
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}
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std::string GetUserPathString(PathType shad_path) {
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return PathToUTF8String(GetUserPath(shad_path));
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}
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void SetUserPath(PathType shad_path, const fs::path& new_path) {
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if (!std::filesystem::is_directory(new_path)) {
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LOG_ERROR(Common_Filesystem, "Filesystem object at new_path={} is not a directory",
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PathToUTF8String(new_path));
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return;
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}
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UserPaths.insert_or_assign(shad_path, new_path);
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}
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} // namespace Common::FS
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