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/*
Its is under the MIT license, to encourage reuse by cut-and-paste.
The original files are hosted here: https://github.com/sago007/PlatformFolders
Copyright (c) 2015-2016 Poul Sander
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "platform_folders.h"
#include <iostream>
#include <stdexcept>
#include <cstdio>
#include <cstdlib>
#ifndef _WIN32
#include <pwd.h>
#include <unistd.h>
/**
* Retrives the effective user's home dir.
* If the user is running as root we ignore the HOME environment. It works badly with sudo.
* Writing to $HOME as root implies security concerns that a multiplatform program cannot be assumed to handle.
* @return The home directory. HOME environment is respected for non-root users if it exists.
*/
static std::string getHome() {
std::string res;
int uid = getuid();
const char* homeEnv = std::getenv("HOME");
if ( uid != 0 && homeEnv) {
//We only acknowlegde HOME if not root.
res = homeEnv;
return res;
}
struct passwd* pw = nullptr;
struct passwd pwd;
long bufsize = sysconf(_SC_GETPW_R_SIZE_MAX);
if (bufsize < 0) {
bufsize = 16384;
}
std::vector<char> buffer;
buffer.resize(bufsize);
int error_code = getpwuid_r(uid, &pwd, buffer.data(), buffer.size(), &pw);
if (error_code) {
throw std::runtime_error("Unable to get passwd struct.");
}
const char* tempRes = pw->pw_dir;
if (!tempRes) {
throw std::runtime_error("User has no home directory");
}
res = tempRes;
return res;
}
#endif
#ifdef _WIN32
// Make sure we don't bring in all the extra junk with windows.h
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
// stringapiset.h depends on this
#include <windows.h>
// For SUCCEEDED macro
#include <winerror.h>
// For WideCharToMultiByte
#include <stringapiset.h>
// For SHGetFolderPathW and various CSIDL "magic numbers"
#include <shlobj.h>
namespace sago {
namespace internal {
std::string win32_utf16_to_utf8(const wchar_t* wstr) {
std::string res;
// If the 6th parameter is 0 then WideCharToMultiByte returns the number of bytes needed to store the result.
int actualSize = WideCharToMultiByte(CP_UTF8, 0, wstr, -1, nullptr, 0, nullptr, nullptr);
if (actualSize > 0) {
//If the converted UTF-8 string could not be in the initial buffer. Allocate one that can hold it.
std::vector<char> buffer(actualSize);
actualSize = WideCharToMultiByte(CP_UTF8, 0, wstr, -1, &buffer[0], static_cast<int>(buffer.size()), nullptr, nullptr);
res = buffer.data();
}
if (actualSize == 0) {
// WideCharToMultiByte return 0 for errors.
throw std::runtime_error("UTF16 to UTF8 failed with error code: " + std::to_string(GetLastError()));
}
return res;
}
} // namesapce internal
} // namespace sago
class FreeCoTaskMemory {
LPWSTR pointer = NULL;
public:
explicit FreeCoTaskMemory(LPWSTR pointer) : pointer(pointer) {};
~FreeCoTaskMemory() {
CoTaskMemFree(pointer);
}
};
static std::string GetKnownWindowsFolder(REFKNOWNFOLDERID folderId, const char* errorMsg) {
LPWSTR wszPath = NULL;
HRESULT hr;
hr = SHGetKnownFolderPath(folderId, KF_FLAG_CREATE, NULL, &wszPath);
FreeCoTaskMemory scopeBoundMemory(wszPath);
if (!SUCCEEDED(hr)) {
throw std::runtime_error(errorMsg);
}
return sago::internal::win32_utf16_to_utf8(wszPath);
}
static std::string GetAppData() {
return GetKnownWindowsFolder(FOLDERID_RoamingAppData, "RoamingAppData could not be found");
}
static std::string GetAppDataCommon() {
return GetKnownWindowsFolder(FOLDERID_ProgramData, "ProgramData could not be found");
}
static std::string GetAppDataLocal() {
return GetKnownWindowsFolder(FOLDERID_LocalAppData, "LocalAppData could not be found");
}
#elif defined(__APPLE__)
#else
#include <map>
#include <fstream>
#include <sys/types.h>
// For strlen and strtok
#include <cstring>
#include <sstream>
//Typically Linux. For easy reading the comments will just say Linux but should work with most *nixes
static void throwOnRelative(const char* envName, const char* envValue) {
if (envValue[0] != '/') {
char buffer[200];
std::snprintf(buffer, sizeof(buffer), "Environment \"%s\" does not start with an '/'. XDG specifies that the value must be absolute. The current value is: \"%s\"", envName, envValue);
throw std::runtime_error(buffer);
}
}
static std::string getLinuxFolderDefault(const char* envName, const char* defaultRelativePath) {
std::string res;
const char* tempRes = std::getenv(envName);
if (tempRes) {
throwOnRelative(envName, tempRes);
res = tempRes;
return res;
}
res = getHome() + "/" + defaultRelativePath;
return res;
}
static void appendExtraFolders(const char* envName, const char* defaultValue, std::vector<std::string>& folders) {
const char* envValue = std::getenv(envName);
if (!envValue) {
envValue = defaultValue;
}
sago::internal::appendExtraFoldersTokenizer(envName, envValue, folders);
}
#endif
namespace sago {
#if !defined(_WIN32) && !defined(__APPLE__)
namespace internal {
void appendExtraFoldersTokenizer(const char* envName, const char* envValue, std::vector<std::string>& folders) {
std::stringstream ss(envValue);
std::string value;
while (std::getline(ss, value, ':')) {
if (value[0] == '/') {
folders.push_back(value);
}
else {
//Unless the system is wrongly configured this should never happen... But of course some systems will be incorectly configured.
//The XDG documentation indicates that the folder should be ignored but that the program should continue.
std::cerr << "Skipping path \"" << value << "\" in \"" << envName << "\" because it does not start with a \"/\"\n";
}
}
}
}
#endif
std::string getDataHome() {
#ifdef _WIN32
return GetAppData();
#elif defined(__APPLE__)
return getHome()+"/Library/Application Support";
#else
return getLinuxFolderDefault("XDG_DATA_HOME", ".local/share");
#endif
}
std::string getHomeDir()
{
return getHome();
}
std::string getConfigHome() {
#ifdef _WIN32
return GetAppData();
#elif defined(__APPLE__)
return getHome()+"/Library/Application Support";
#else
return getLinuxFolderDefault("XDG_CONFIG_HOME", ".config");
#endif
}
std::string getCacheDir() {
#ifdef _WIN32
return GetAppDataLocal();
#elif defined(__APPLE__)
return getHome()+"/Library/Caches";
#else
return getLinuxFolderDefault("XDG_CACHE_HOME", ".cache");
#endif
}
std::string getStateDir() {
#ifdef _WIN32
return GetAppDataLocal();
#elif defined(__APPLE__)
return getHome()+"/Library/Application Support";
#else
return getLinuxFolderDefault("XDG_STATE_HOME", ".local/state");
#endif
}
void appendAdditionalDataDirectories(std::vector<std::string>& homes) {
#ifdef _WIN32
homes.push_back(GetAppDataCommon());
#elif !defined(__APPLE__)
appendExtraFolders("XDG_DATA_DIRS", "/usr/local/share/:/usr/share/", homes);
#endif
}
void appendAdditionalConfigDirectories(std::vector<std::string>& homes) {
#ifdef _WIN32
homes.push_back(GetAppDataCommon());
#elif !defined(__APPLE__)
appendExtraFolders("XDG_CONFIG_DIRS", "/etc/xdg", homes);
#endif
}
#if !defined(_WIN32) && !defined(__APPLE__)
struct PlatformFolders::PlatformFoldersData {
std::map<std::string, std::string> folders;
};
static void PlatformFoldersAddFromFile(const std::string& filename, std::map<std::string, std::string>& folders) {
std::ifstream infile(filename.c_str());
std::string line;
while (std::getline(infile, line)) {
if (line.length() == 0 || line.at(0) == '#' || line.substr(0, 4) != "XDG_" || line.find("_DIR") == std::string::npos) {
continue;
}
try {
std::size_t splitPos = line.find('=');
std::string key = line.substr(0, splitPos);
std::size_t valueStart = line.find('"', splitPos);
std::size_t valueEnd = line.find('"', valueStart+1);
std::string value = line.substr(valueStart+1, valueEnd - valueStart - 1);
folders[key] = value;
}
catch (std::exception& e) {
std::cerr << "WARNING: Failed to process \"" << line << "\" from \"" << filename << "\". Error: "<< e.what() << "\n";
continue;
}
}
}
static void PlatformFoldersFillData(std::map<std::string, std::string>& folders) {
folders["XDG_DOCUMENTS_DIR"] = "$HOME/Documents";
folders["XDG_DESKTOP_DIR"] = "$HOME/Desktop";
folders["XDG_DOWNLOAD_DIR"] = "$HOME/Downloads";
folders["XDG_MUSIC_DIR"] = "$HOME/Music";
folders["XDG_PICTURES_DIR"] = "$HOME/Pictures";
folders["XDG_PUBLICSHARE_DIR"] = "$HOME/Public";
folders["XDG_TEMPLATES_DIR"] = "$HOME/.Templates";
folders["XDG_VIDEOS_DIR"] = "$HOME/Videos";
PlatformFoldersAddFromFile( getConfigHome()+"/user-dirs.dirs", folders);
for (std::map<std::string, std::string>::iterator itr = folders.begin() ; itr != folders.end() ; ++itr ) {
std::string& value = itr->second;
if (value.compare(0, 5, "$HOME") == 0) {
value = getHome() + value.substr(5, std::string::npos);
}
}
}
#endif
PlatformFolders::PlatformFolders() {
#if !defined(_WIN32) && !defined(__APPLE__)
this->data = new PlatformFolders::PlatformFoldersData();
try {
PlatformFoldersFillData(data->folders);
}
catch (...) {
delete this->data;
throw;
}
#endif
}
PlatformFolders::~PlatformFolders() {
#if !defined(_WIN32) && !defined(__APPLE__)
delete this->data;
#endif
}
std::string PlatformFolders::getDocumentsFolder() const {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_Documents, "Failed to find My Documents folder");
#elif defined(__APPLE__)
return getHome()+"/Documents";
#else
return data->folders["XDG_DOCUMENTS_DIR"];
#endif
}
std::string PlatformFolders::getDesktopFolder() const {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_Desktop, "Failed to find Desktop folder");
#elif defined(__APPLE__)
return getHome()+"/Desktop";
#else
return data->folders["XDG_DESKTOP_DIR"];
#endif
}
std::string PlatformFolders::getPicturesFolder() const {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_Pictures, "Failed to find My Pictures folder");
#elif defined(__APPLE__)
return getHome()+"/Pictures";
#else
return data->folders["XDG_PICTURES_DIR"];
#endif
}
std::string PlatformFolders::getPublicFolder() const {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_Public, "Failed to find the Public folder");
#elif defined(__APPLE__)
return getHome()+"/Public";
#else
return data->folders["XDG_PUBLICSHARE_DIR"];
#endif
}
std::string PlatformFolders::getDownloadFolder1() const {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_Downloads, "Failed to find My Downloads folder");
#elif defined(__APPLE__)
return getHome()+"/Downloads";
#else
return data->folders["XDG_DOWNLOAD_DIR"];
#endif
}
std::string PlatformFolders::getMusicFolder() const {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_Music, "Failed to find My Music folder");
#elif defined(__APPLE__)
return getHome()+"/Music";
#else
return data->folders["XDG_MUSIC_DIR"];
#endif
}
std::string PlatformFolders::getVideoFolder() const {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_Videos, "Failed to find My Video folder");
#elif defined(__APPLE__)
return getHome()+"/Movies";
#else
return data->folders["XDG_VIDEOS_DIR"];
#endif
}
std::string PlatformFolders::getSaveGamesFolder1() const {
#ifdef _WIN32
//A dedicated Save Games folder was not introduced until Vista. For XP and older save games are most often saved in a normal folder named "My Games".
//Data that should not be user accessible should be placed under GetDataHome() instead
return GetKnownWindowsFolder(FOLDERID_Documents, "Failed to find My Documents folder")+"\\My Games";
#elif defined(__APPLE__)
return getHome()+"/Library/Application Support";
#else
return getDataHome();
#endif
}
std::string getDesktopFolder() {
return PlatformFolders().getDesktopFolder();
}
std::string getDocumentsFolder() {
return PlatformFolders().getDocumentsFolder();
}
std::string getDownloadFolder() {
return PlatformFolders().getDownloadFolder1();
}
std::string getDownloadFolder1() {
return getDownloadFolder();
}
std::string getPicturesFolder() {
return PlatformFolders().getPicturesFolder();
}
std::string getPublicFolder() {
return PlatformFolders().getPublicFolder();
}
std::string getMusicFolder() {
return PlatformFolders().getMusicFolder();
}
std::string getVideoFolder() {
return PlatformFolders().getVideoFolder();
}
std::string getSaveGamesFolder1() {
return PlatformFolders().getSaveGamesFolder1();
}
std::string getSaveGamesFolder2() {
#ifdef _WIN32
return GetKnownWindowsFolder(FOLDERID_SavedGames, "Failed to find Saved Games folder");
#else
return PlatformFolders().getSaveGamesFolder1();
#endif
}
} //namespace sago

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/*
Its is under the MIT license, to encourage reuse by cut-and-paste.
The original files are hosted here: https://github.com/sago007/PlatformFolders
Copyright (c) 2015 Poul Sander
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
(the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef SAGO_PLATFORM_FOLDERS_H
#define SAGO_PLATFORM_FOLDERS_H
#include <vector>
#include <string>
/**
* The namespace I use for common function. Nothing special about it.
*/
namespace sago {
#ifndef DOXYGEN_SHOULD_SKIP_THIS
namespace internal {
#if !defined(_WIN32) && !defined(__APPLE__)
void appendExtraFoldersTokenizer(const char* envName, const char* envValue, std::vector<std::string>& folders);
#endif
#ifdef _WIN32
std::string win32_utf16_to_utf8(const wchar_t* wstr);
#endif
}
#endif //DOXYGEN_SHOULD_SKIP_THIS
/**
* Retrives the base folder for storing data files.
* You must add the program name yourself like this:
* @code{.cpp}
* string data_home = getDataHome()+"/My Program Name/";
* @endcode
* On Windows this defaults to %APPDATA% (Roaming profile)
* On Linux this defaults to ~/.local/share but can be configured by the user
* @return The base folder for storing program data.
*/
std::string getDataHome();
std::string getHomeDir();
/**
* Retrives the base folder for storing config files.
* You must add the program name yourself like this:
* @code{.cpp}
* string data_home = getConfigHome()+"/My Program Name/";
* @endcode
* On Windows this defaults to %APPDATA% (Roaming profile)
* On Linux this defaults to ~/.config but can be configured by the user
* @return The base folder for storing config data.
*/
std::string getConfigHome();
/**
* Retrives the base folder for storing cache files.
* You must add the program name yourself like this:
* @code{.cpp}
* string data_home = getCacheDir()+"/My Program Name/cache/";
* @endcode
* On Windows this defaults to %APPDATALOCAL%
* On Linux this defaults to ~/.cache but can be configured by the user
* Note that it is recommended to append "cache" after the program name to prevent conflicting with "StateDir" under Windows
* @return The base folder for storing data that do not need to be backed up and might be deleted.
*/
std::string getCacheDir();
/**
* Retrives the base folder used for state files.
* You must add the program name yourself like this:
* @code{.cpp}
* string data_home = getStateDir()+"/My Program Name/";
* @endcode
* On Windows this defaults to %APPDATALOCAL%
* On Linux this defaults to ~/.local/state but can be configured by the user
* On OS X this is the same as getDataHome()
* @return The base folder for storing data that do not need to be backed up but should not be reguarly deleted either.
*/
std::string getStateDir();
/**
* This will append extra folders that your program should be looking for data files in.
* This does not normally include the path returned by GetDataHome().
* If you want all the folders you should do something like:
* @code{.cpp}
* vector<string> folders;
* folders.push_back(getDataHome());
* appendAdditionalDataDirectories(folders);
* for (string s& : folders) {
* s+="/My Program Name/";
* }
* @endcode
* You must apply "/My Program Name/" to all the strings.
* The string at the lowest index has the highest priority.
* @param homes A vector that extra folders will be appended to.
*/
void appendAdditionalDataDirectories(std::vector<std::string>& homes);
/**
* This will append extra folders that your program should be looking for config files in.
* This does not normally include the path returned by GetConfigHome().
* If you want all the folders you should do something like:
* @code{.cpp}
* std::vector<std::string> folders;
* folders.push_back(sago::getConfigHome());
* sago::appendAdditionalConfigDirectories(folders);
* for (std::string s& : folders) {
* s+="/My Program Name/";
* }
* @endcode
* You must apply "/My Program Name/" to all the strings.
* The string at the lowest index has the highest priority.
* @param homes A vector that extra folders will be appended to.
*/
void appendAdditionalConfigDirectories(std::vector<std::string>& homes);
/**
* The folder that represents the desktop.
* Normally you should try not to use this folder.
* @return Absolute path to the user's desktop
*/
std::string getDesktopFolder();
/**
* The folder to store user documents to
* @return Absolute path to the "Documents" folder
*/
std::string getDocumentsFolder();
/**
* The folder where files are downloaded.
* @return Absolute path to the folder where files are downloaded to.
*/
std::string getDownloadFolder();
/**
* The folder where files are downloaded.
* @note This is provided for backward compatibility. Use getDownloadFolder instead.
* @return Absolute path to the folder where files are downloaded to.
*/
std::string getDownloadFolder1();
/**
* The folder for storing the user's pictures.
* @return Absolute path to the "Picture" folder
*/
std::string getPicturesFolder();
/**
* This returns the folder that can be used for sharing files with other users on the same system.
* @return Absolute path to the "Public" folder
*/
std::string getPublicFolder();
/**
* The folder where music is stored
* @return Absolute path to the music folder
*/
std::string getMusicFolder();
/**
* The folder where video is stored
* @return Absolute path to the video folder
*/
std::string getVideoFolder();
/**
* A base folder for storing saved games.
* You must add the program name to it like this:
* @code{.cpp}
* string saved_games_folder = sago::getSaveGamesFolder1()+"/My Program Name/";
* @endcode
* @note Windows: This is an XP compatible version and returns the path to "My Games" in Documents. Vista and later has an official folder.
* @note Linux: XDF does not define a folder for saved games. This will just return the same as GetDataHome()
* @return The folder base folder for storing save games.
*/
std::string getSaveGamesFolder1();
/**
* A base folder for storing saved games.
* You must add the program name to it like this:
* @code{.cpp}
* string saved_games_folder = sago::getSaveGamesFolder2()+"/My Program Name/";
* @endcode
* @note PlatformFolders provide different folders to for saved games as not all operating systems has support for Saved Games yet.
* It is recommended to pick the highest number (currently getSaveGamesFolder2) at the time your product enters production and stick with it
* @note Windows: This returns the "Saved Games" folder. This folder exist in Vista and later
* @note Linux: XDF does not define a folder for saved games. This will just return the same as GetDataHome()
* @return The folder base folder for storing save games.
*/
std::string getSaveGamesFolder2();
#ifndef DOXYGEN_SHOULD_SKIP_THIS
/**
* This class contains methods for finding the system depended special folders.
* For Windows these folders are either by convention or given by CSIDL.
* For Linux XDG convention is used.
* The Linux version has very little error checking and assumes that the config is correct
*/
class PlatformFolders {
public:
PlatformFolders();
~PlatformFolders();
/**
* The folder that represents the desktop.
* Normally you should try not to use this folder.
* @return Absolute path to the user's desktop
*/
std::string getDesktopFolder() const;
/**
* The folder to store user documents to
* @return Absolute path to the "Documents" folder
*/
std::string getDocumentsFolder() const;
/**
* The folder for storing the user's pictures.
* @return Absolute path to the "Picture" folder
*/
std::string getPicturesFolder() const;
/**
* Use sago::getPublicFolder() instead!
*/
std::string getPublicFolder() const;
/**
* The folder where files are downloaded.
* @note Windows: This version is XP compatible and returns the Desktop. Vista and later has a dedicated folder.
* @return Absolute path to the folder where files are downloaded to.
*/
std::string getDownloadFolder1() const;
/**
* The folder where music is stored
* @return Absolute path to the music folder
*/
std::string getMusicFolder() const;
/**
* The folder where video is stored
* @return Absolute path to the video folder
*/
std::string getVideoFolder() const;
/**
* The base folder for storing saved games.
* You must add the program name to it like this:
* @code{.cpp}
* PlatformFolders pf;
* string saved_games_folder = pf.getSaveGamesFolder1()+"/My Program Name/";
* @endcode
* @note Windows: This is an XP compatible version and returns the path to "My Games" in Documents. Vista and later has an official folder.
* @note Linux: XDF does not define a folder for saved games. This will just return the same as GetDataHome()
* @return The folder base folder for storing save games.
*/
std::string getSaveGamesFolder1() const;
private:
PlatformFolders(const PlatformFolders&);
PlatformFolders& operator=(const PlatformFolders&);
#if !defined(_WIN32) && !defined(__APPLE__)
struct PlatformFoldersData;
PlatformFoldersData* data;
#endif
};
#endif // skip doxygen
} //namespace sago
#endif /* PLATFORM_FOLDERS_H */