1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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 * # CategoryFilesystem
24 *
25 * SDL offers an API for examining and manipulating the system's filesystem.
26 * This covers most things one would need to do with directories, except for
27 * actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
28 * and [CategoryAsyncIO](CategoryAsyncIO) instead).
29 *
30 * There are functions to answer necessary path questions:
31 *
32 * - Where is my app's data? SDL_GetBasePath().
33 * - Where can I safely write files? SDL_GetPrefPath().
34 * - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
35 * - What is this thing at this location? SDL_GetPathInfo().
36 * - What items live in this folder? SDL_EnumerateDirectory().
37 * - What items live in this folder by wildcard? SDL_GlobDirectory().
38 * - What is my current working directory? SDL_GetCurrentDirectory().
39 *
40 * SDL also offers functions to manipulate the directory tree: renaming,
41 * removing, copying files.
42 */
43
44#ifndef SDL_filesystem_h_
45#define SDL_filesystem_h_
46
47#include <SDL3/SDL_stdinc.h>
48#include <SDL3/SDL_error.h>
49
50#include <SDL3/SDL_begin_code.h>
51
52/* Set up for C function definitions, even when using C++ */
53#ifdef __cplusplus
54extern "C" {
55#endif
56
57/**
58 * Get the directory where the application was run from.
59 *
60 * SDL caches the result of this call internally, but the first call to this
61 * function is not necessarily fast, so plan accordingly.
62 *
63 * **macOS and iOS Specific Functionality**: If the application is in a ".app"
64 * bundle, this function returns the Resource directory (e.g.
65 * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
66 * a property to the Info.plist file. Adding a string key with the name
67 * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
68 * behaviour.
69 *
70 * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
71 * application in /Applications/SDLApp/MyApp.app):
72 *
73 * - `resource`: bundle resource directory (the default). For example:
74 * `/Applications/SDLApp/MyApp.app/Contents/Resources`
75 * - `bundle`: the Bundle directory. For example:
76 * `/Applications/SDLApp/MyApp.app/`
77 * - `parent`: the containing directory of the bundle. For example:
78 * `/Applications/SDLApp/`
79 *
80 * **Nintendo 3DS Specific Functionality**: This function returns "romfs"
81 * directory of the application as it is uncommon to store resources outside
82 * the executable. As such it is not a writable directory.
83 *
84 * The returned path is guaranteed to end with a path separator ('\\' on
85 * Windows, '/' on most other platforms).
86 *
87 * \returns an absolute path in UTF-8 encoding to the application data
88 * directory. NULL will be returned on error or when the platform
89 * doesn't implement this functionality, call SDL_GetError() for more
90 * information.
91 *
92 * \since This function is available since SDL 3.2.0.
93 *
94 * \sa SDL_GetPrefPath
95 */
96extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
97
98/**
99 * Get the user-and-app-specific path where files can be written.
100 *
101 * Get the "pref dir". This is meant to be where users can write personal
102 * files (preferences and save games, etc) that are specific to your
103 * application. This directory is unique per user, per application.
104 *
105 * This function will decide the appropriate location in the native
106 * filesystem, create the directory if necessary, and return a string of the
107 * absolute path to the directory in UTF-8 encoding.
108 *
109 * On Windows, the string might look like:
110 *
111 * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
112 *
113 * On Linux, the string might look like:
114 *
115 * `/home/bob/.local/share/My Program Name/`
116 *
117 * On macOS, the string might look like:
118 *
119 * `/Users/bob/Library/Application Support/My Program Name/`
120 *
121 * You should assume the path returned by this function is the only safe place
122 * to write files (and that SDL_GetBasePath(), while it might be writable, or
123 * even the parent of the returned path, isn't where you should be writing
124 * things).
125 *
126 * Both the org and app strings may become part of a directory name, so please
127 * follow these rules:
128 *
129 * - Try to use the same org string (_including case-sensitivity_) for all
130 * your applications that use this function.
131 * - Always use a unique app string for each one, and make sure it never
132 * changes for an app once you've decided on it.
133 * - Unicode characters are legal, as long as they are UTF-8 encoded, but...
134 * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
135 * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
136 *
137 * The returned path is guaranteed to end with a path separator ('\\' on
138 * Windows, '/' on most other platforms).
139 *
140 * \param org the name of your organization.
141 * \param app the name of your application.
142 * \returns a UTF-8 string of the user directory in platform-dependent
143 * notation. NULL if there's a problem (creating directory failed,
144 * etc.). This should be freed with SDL_free() when it is no longer
145 * needed.
146 *
147 * \since This function is available since SDL 3.2.0.
148 *
149 * \sa SDL_GetBasePath
150 */
151extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
152
153/**
154 * The type of the OS-provided default folder for a specific purpose.
155 *
156 * Note that the Trash folder isn't included here, because trashing files
157 * usually involves extra OS-specific functionality to remember the file's
158 * original location.
159 *
160 * The folders supported per platform are:
161 *
162 * | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
163 * | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
164 * | HOME | X | X | | X | X | X |
165 * | DESKTOP | X | X | | X | X | |
166 * | DOCUMENTS | X | X | | X | | |
167 * | DOWNLOADS | Vista+ | X | | X | | |
168 * | MUSIC | X | X | | X | | |
169 * | PICTURES | X | X | | X | | |
170 * | PUBLICSHARE | | X | | X | | |
171 * | SAVEDGAMES | Vista+ | | | | | |
172 * | SCREENSHOTS | Vista+ | | | | | |
173 * | TEMPLATES | X | X | | X | | |
174 * | VIDEOS | X | X* | | X | | |
175 *
176 * Note that on macOS/iOS, the Videos folder is called "Movies".
177 *
178 * \since This enum is available since SDL 3.2.0.
179 *
180 * \sa SDL_GetUserFolder
181 */
182typedef enum SDL_Folder
183{
184 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. */
185 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. */
186 SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
187 SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */
188 SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */
189 SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */
190 SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
191 SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */
192 SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
193 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. */
194 SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */
195 SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */
196} SDL_Folder;
197
198/**
199 * Finds the most suitable user folder for a specific purpose.
200 *
201 * Many OSes provide certain standard folders for certain purposes, such as
202 * storing pictures, music or videos for a certain user. This function gives
203 * the path for many of those special locations.
204 *
205 * This function is specifically for _user_ folders, which are meant for the
206 * user to access and manage. For application-specific folders, meant to hold
207 * data for the application to manage, see SDL_GetBasePath() and
208 * SDL_GetPrefPath().
209 *
210 * The returned path is guaranteed to end with a path separator ('\\' on
211 * Windows, '/' on most other platforms).
212 *
213 * If NULL is returned, the error may be obtained with SDL_GetError().
214 *
215 * \param folder the type of folder to find.
216 * \returns either a null-terminated C string containing the full path to the
217 * folder, or NULL if an error happened.
218 *
219 * \since This function is available since SDL 3.2.0.
220 */
221extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
222
223
224/* Abstract filesystem interface */
225
226/**
227 * Types of filesystem entries.
228 *
229 * Note that there may be other sorts of items on a filesystem: devices,
230 * symlinks, named pipes, etc. They are currently reported as
231 * SDL_PATHTYPE_OTHER.
232 *
233 * \since This enum is available since SDL 3.2.0.
234 *
235 * \sa SDL_PathInfo
236 */
237typedef enum SDL_PathType
238{
239 SDL_PATHTYPE_NONE, /**< path does not exist */
240 SDL_PATHTYPE_FILE, /**< a normal file */
241 SDL_PATHTYPE_DIRECTORY, /**< a directory */
242 SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */
243} SDL_PathType;
244
245/**
246 * Information about a path on the filesystem.
247 *
248 * \since This datatype is available since SDL 3.2.0.
249 *
250 * \sa SDL_GetPathInfo
251 * \sa SDL_GetStoragePathInfo
252 */
253typedef struct SDL_PathInfo
254{
255 SDL_PathType type; /**< the path type */
256 Uint64 size; /**< the file size in bytes */
257 SDL_Time create_time; /**< the time when the path was created */
258 SDL_Time modify_time; /**< the last time the path was modified */
259 SDL_Time access_time; /**< the last time the path was read */
260} SDL_PathInfo;
261
262/**
263 * Flags for path matching.
264 *
265 * \since This datatype is available since SDL 3.2.0.
266 *
267 * \sa SDL_GlobDirectory
268 * \sa SDL_GlobStorageDirectory
269 */
270typedef Uint32 SDL_GlobFlags;
271
272#define SDL_GLOB_CASEINSENSITIVE (1u << 0)
273
274/**
275 * Create a directory, and any missing parent directories.
276 *
277 * This reports success if `path` already exists as a directory.
278 *
279 * If parent directories are missing, it will also create them. Note that if
280 * this fails, it will not remove any parent directories it already made.
281 *
282 * \param path the path of the directory to create.
283 * \returns true on success or false on failure; call SDL_GetError() for more
284 * information.
285 *
286 * \since This function is available since SDL 3.2.0.
287 */
288extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
289
290/**
291 * Possible results from an enumeration callback.
292 *
293 * \since This enum is available since SDL 3.2.0.
294 *
295 * \sa SDL_EnumerateDirectoryCallback
296 */
297typedef enum SDL_EnumerationResult
298{
299 SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */
300 SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */
301 SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */
302} SDL_EnumerationResult;
303
304/**
305 * Callback for directory enumeration.
306 *
307 * Enumeration of directory entries will continue until either all entries
308 * have been provided to the callback, or the callback has requested a stop
309 * through its return value.
310 *
311 * Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
312 * callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
313 * terminate the enumeration early, and dictate the return value of the
314 * enumeration function itself.
315 *
316 * `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
317 * on most other platforms).
318 *
319 * \param userdata an app-controlled pointer that is passed to the callback.
320 * \param dirname the directory that is being enumerated.
321 * \param fname the next entry in the enumeration.
322 * \returns how the enumeration should proceed.
323 *
324 * \since This datatype is available since SDL 3.2.0.
325 *
326 * \sa SDL_EnumerateDirectory
327 */
328typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
329
330/**
331 * Enumerate a directory through a callback function.
332 *
333 * This function provides every directory entry through an app-provided
334 * callback, called once for each directory entry, until all results have been
335 * provided or the callback returns either SDL_ENUM_SUCCESS or
336 * SDL_ENUM_FAILURE.
337 *
338 * This will return false if there was a system problem in general, or if a
339 * callback returns SDL_ENUM_FAILURE. A successful return means a callback
340 * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
341 * were enumerated.
342 *
343 * \param path the path of the directory to enumerate.
344 * \param callback a function that is called for each entry in the directory.
345 * \param userdata a pointer that is passed to `callback`.
346 * \returns true on success or false on failure; call SDL_GetError() for more
347 * information.
348 *
349 * \since This function is available since SDL 3.2.0.
350 */
351extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
352
353/**
354 * Remove a file or an empty directory.
355 *
356 * Directories that are not empty will fail; this function will not recursely
357 * delete directory trees.
358 *
359 * \param path the path to remove from the filesystem.
360 * \returns true on success or false on failure; call SDL_GetError() for more
361 * information.
362 *
363 * \since This function is available since SDL 3.2.0.
364 */
365extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
366
367/**
368 * Rename a file or directory.
369 *
370 * If the file at `newpath` already exists, it will replaced.
371 *
372 * Note that this will not copy files across filesystems/drives/volumes, as
373 * that is a much more complicated (and possibly time-consuming) operation.
374 *
375 * Which is to say, if this function fails, SDL_CopyFile() to a temporary file
376 * in the same directory as `newpath`, then SDL_RenamePath() from the
377 * temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
378 * for files. Renaming a non-empty directory across filesystems is
379 * dramatically more complex, however.
380 *
381 * \param oldpath the old path.
382 * \param newpath the new path.
383 * \returns true on success or false on failure; call SDL_GetError() for more
384 * information.
385 *
386 * \since This function is available since SDL 3.2.0.
387 */
388extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
389
390/**
391 * Copy a file.
392 *
393 * If the file at `newpath` already exists, it will be overwritten with the
394 * contents of the file at `oldpath`.
395 *
396 * This function will block until the copy is complete, which might be a
397 * significant time for large files on slow disks. On some platforms, the copy
398 * can be handed off to the OS itself, but on others SDL might just open both
399 * paths, and read from one and write to the other.
400 *
401 * Note that this is not an atomic operation! If something tries to read from
402 * `newpath` while the copy is in progress, it will see an incomplete copy of
403 * the data, and if the calling thread terminates (or the power goes out)
404 * during the copy, `newpath`'s previous contents will be gone, replaced with
405 * an incomplete copy of the data. To avoid this risk, it is recommended that
406 * the app copy to a temporary file in the same directory as `newpath`, and if
407 * the copy is successful, use SDL_RenamePath() to replace `newpath` with the
408 * temporary file. This will ensure that reads of `newpath` will either see a
409 * complete copy of the data, or it will see the pre-copy state of `newpath`.
410 *
411 * This function attempts to synchronize the newly-copied data to disk before
412 * returning, if the platform allows it, so that the renaming trick will not
413 * have a problem in a system crash or power failure, where the file could be
414 * renamed but the contents never made it from the system file cache to the
415 * physical disk.
416 *
417 * If the copy fails for any reason, the state of `newpath` is undefined. It
418 * might be half a copy, it might be the untouched data of what was already
419 * there, or it might be a zero-byte file, etc.
420 *
421 * \param oldpath the old path.
422 * \param newpath the new path.
423 * \returns true on success or false on failure; call SDL_GetError() for more
424 * information.
425 *
426 * \since This function is available since SDL 3.2.0.
427 */
428extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
429
430/**
431 * Get information about a filesystem path.
432 *
433 * \param path the path to query.
434 * \param info a pointer filled in with information about the path, or NULL to
435 * check for the existence of a file.
436 * \returns true on success or false if the file doesn't exist, or another
437 * failure; call SDL_GetError() for more information.
438 *
439 * \since This function is available since SDL 3.2.0.
440 */
441extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
442
443/**
444 * Enumerate a directory tree, filtered by pattern, and return a list.
445 *
446 * Files are filtered out if they don't match the string in `pattern`, which
447 * may contain wildcard characters '\*' (match everything) and '?' (match one
448 * character). If pattern is NULL, no filtering is done and all results are
449 * returned. Subdirectories are permitted, and are specified with a path
450 * separator of '/'. Wildcard characters '\*' and '?' never match a path
451 * separator.
452 *
453 * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
454 * case-insensitive.
455 *
456 * The returned array is always NULL-terminated, for your iterating
457 * convenience, but if `count` is non-NULL, on return it will contain the
458 * number of items in the array, not counting the NULL terminator.
459 *
460 * \param path the path of the directory to enumerate.
461 * \param pattern the pattern that files in the directory must match. Can be
462 * NULL.
463 * \param flags `SDL_GLOB_*` bitflags that affect this search.
464 * \param count on return, will be set to the number of items in the returned
465 * array. Can be NULL.
466 * \returns an array of strings on success or NULL on failure; call
467 * SDL_GetError() for more information. This is a single allocation
468 * that should be freed with SDL_free() when it is no longer needed.
469 *
470 * \threadsafety It is safe to call this function from any thread.
471 *
472 * \since This function is available since SDL 3.2.0.
473 */
474extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
475
476/**
477 * Get what the system believes is the "current working directory."
478 *
479 * For systems without a concept of a current working directory, this will
480 * still attempt to provide something reasonable.
481 *
482 * SDL does not provide a means to _change_ the current working directory; for
483 * platforms without this concept, this would cause surprises with file access
484 * outside of SDL.
485 *
486 * The returned path is guaranteed to end with a path separator ('\\' on
487 * Windows, '/' on most other platforms).
488 *
489 * \returns a UTF-8 string of the current working directory in
490 * platform-dependent notation. NULL if there's a problem. This
491 * should be freed with SDL_free() when it is no longer needed.
492 *
493 * \since This function is available since SDL 3.2.0.
494 */
495extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
496
497/* Ends C function definitions when using C++ */
498#ifdef __cplusplus
499}
500#endif
501#include <SDL3/SDL_close_code.h>
502
503#endif /* SDL_filesystem_h_ */
504