audacia/src/FileNames.h
Leland Lucius da045082e5 AUP3: Add missing include
Why do I have SO much trouble with this?!?!?!?!  Grrrr......
2020-07-27 14:29:26 -05:00

234 lines
7.5 KiB
C++

/**********************************************************************
Audacity: A Digital Audio Editor
FileNames.h
James Crook
**********************************************************************/
#ifndef __AUDACITY_FILE_NAMES__
#define __AUDACITY_FILE_NAMES__
#include "Audacity.h"
#include <wx/dir.h> // for wxDIR_FILES
#include <wx/string.h> // function return value
#include "audacity/Types.h"
#include "Prefs.h"
#include "MemoryX.h"
class wxFileName;
class wxFileNameWrapper;
namespace FileNames
{
// A description of a type of file
struct FileType {
FileType() = default;
FileType( TranslatableString d, FileExtensions e, bool a = false )
: description{ std::move( d ) }
, extensions( std::move( e ) )
, appendExtensions{ a }
{}
TranslatableString description;
FileExtensions extensions;
// Whether to extend the displayed description with mention of the
// extensions:
bool appendExtensions = false;
};
// Frequently used types
extern const FileType
AllFiles // *
, AudacityProjects // *.aup3
, DynamicLibraries // depends on the operating system
, TextFiles // *.txt
, XMLFiles; // *.xml, *.XML
using FileTypes = std::vector< FileType >;
// Convert fileTypes into a single string as expected by wxWidgets file
// selection dialog
wxString FormatWildcard( const FileTypes &fileTypes );
// This exists to compensate for bugs in wxCopyFile:
bool DoCopyFile(
const FilePath& file1, const FilePath& file2, bool overwrite = true);
// wxWidgets doesn't have a function to do this: make a hard file-system
// link if possible. It might not be, as when the paths are on different
// storage devices.
bool HardLinkFile( const FilePath& file1, const FilePath& file2);
wxString MkDir(const wxString &Str);
wxString TempDir();
const FilePath &DefaultTempDir();
void SetDefaultTempDir( const FilePath &tempDir );
bool IsTempDirectoryNameOK( const FilePath & Name );
bool IsMidi(const FilePath &fName);
/** \brief A list of directories that should be searched for Audacity files
* (plug-ins, help files, etc.).
*
* On Unix this will include the directory Audacity was installed into,
* plus the current user's .audacity-data/Plug-Ins directory. Additional
* directories can be specified using the AUDACITY_PATH environment
* variable. On Windows or Mac OS, this will include the directory
* which contains the Audacity program. */
const FilePaths &AudacityPathList();
void SetAudacityPathList( FilePaths list );
// originally an ExportMultipleDialog method. Append suffix if newName appears in otherNames.
void MakeNameUnique(
FilePaths &otherNames, wxFileName &newName);
wxString LowerCaseAppNameInPath( const wxString & dirIn);
/** \brief Audacity user data directory
*
* Where audacity keeps its settings and other user data squirreled away,
* by default ~/.audacity-data/ on Unix, Application Data/Audacity on
* windows system */
FilePath DataDir();
FilePath ResourcesDir();
FilePath HtmlHelpDir();
FilePath HtmlHelpIndexFile(bool quick);
FilePath LegacyChainDir();
FilePath MacroDir();
FilePath NRPDir();
FilePath NRPFile();
FilePath PluginRegistry();
FilePath PluginSettings();
FilePath BaseDir();
FilePath ModulesDir();
/** \brief The user plug-in directory (not a system one)
*
* This returns the string path to where the user may have put plug-ins
* if they don't have system admin rights. Under default settings, it's
* <DataDir>/Plug-Ins/ */
FilePath PlugInDir();
FilePath ThemeDir();
FilePath ThemeComponentsDir();
FilePath ThemeCachePng();
FilePath ThemeCacheAsCee();
FilePath ThemeComponent(const wxString &Str);
FilePath ThemeCacheHtm();
FilePath ThemeImageDefsAsCee();
// Obtain name of loaded module that contains address
FilePath PathFromAddr(void *addr);
bool IsPathAvailable( const FilePath & Path);
wxFileNameWrapper DefaultToDocumentsFolder
(const wxString &preference);
// If not None, determines a preference key (for the default path string) to
// be read and updated
enum class Operation {
// _ on None to defeat some macro that is expanding this.
_None,
// These do not have a specific pathtype
Temp,
Presets,
// These have default/lastused pathtypes
Open,
Save,
Import,
Export
};
enum class PathType {
// _ on None to defeat some macro that is expanding this.
_None,
User,
LastUsed
};
wxString PreferenceKey(FileNames::Operation op, FileNames::PathType type);
FilePath FindDefaultPath(Operation op);
void UpdateDefaultPath(Operation op, const FilePath &path);
// F is a function taking a wxString, returning wxString
template<typename F>
FilePath WithDefaultPath
(Operation op, const FilePath &defaultPath, F function)
{
auto path = gPrefs->Read(PreferenceKey(op, PathType::User), defaultPath);
if (path.empty())
path = FileNames::FindDefaultPath(op);
auto result = function(path);
FileNames::UpdateDefaultPath(op, ::wxPathOnly(result));
return result;
}
FilePath
SelectFile(Operation op, // op matters only when default_path is empty
const TranslatableString& message,
const FilePath& default_path,
const FilePath& default_filename,
const FileExtension& default_extension,
const FileTypes& fileTypes,
int flags,
wxWindow *parent);
// Useful functions for working with search paths
void AddUniquePathToPathList(const FilePath &path,
FilePaths &pathList);
void AddMultiPathsToPathList(const wxString &multiPathString,
FilePaths &pathList);
void FindFilesInPathList(const wxString & pattern,
const FilePaths & pathList,
FilePaths &results,
int flags = wxDIR_FILES);
/** \brief Protect against Unicode to multi-byte conversion failures
* on Windows */
#if defined(__WXMSW__)
char *VerifyFilename(const wxString &s, bool input = true);
#endif
// wxString compare function for sorting case, which is needed to load correctly.
int CompareNoCase(const wxString& first, const wxString& second);
// Create a unique filename using the passed prefix and suffix
wxString CreateUniqueName(const wxString &prefix,
const wxString &suffix = wxEmptyString);
// Create a filename for an unsaved/temporary project file
wxString UnsavedProjectFileName();
// File extension used for unsaved/temporary project files
wxString UnsavedProjectExtension();
};
// Use this macro to wrap all filenames and pathnames that get
// passed directly to a system call, like opening a file, creating
// a directory, checking to see that a file exists, etc...
#if defined(__WXMSW__)
// Note, on Windows we don't define an OSFILENAME() to prevent accidental use.
// See VerifyFilename() for an explanation.
#define OSINPUT(X) FileNames::VerifyFilename(X, true)
#define OSOUTPUT(X) FileNames::VerifyFilename(X, false)
#elif defined(__WXMAC__)
#define OSFILENAME(X) ((char *) (const char *)(X).fn_str())
#define OSINPUT(X) OSFILENAME(X)
#define OSOUTPUT(X) OSFILENAME(X)
#else
#define OSFILENAME(X) ((char *) (const char *)(X).mb_str())
#define OSINPUT(X) OSFILENAME(X)
#define OSOUTPUT(X) OSFILENAME(X)
#endif
#endif