185 lines
6.4 KiB
C++
185 lines
6.4 KiB
C++
/**********************************************************************
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Audacity: A Digital Audio Editor
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FileNames.h
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James Crook
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**********************************************************************/
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#ifndef __AUDACITY_FILE_NAMES__
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#define __AUDACITY_FILE_NAMES__
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#include "Audacity.h"
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#include <wx/dir.h> // for wxDIR_FILES
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#include <wx/string.h> // function return value
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#include "audacity/Types.h"
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class wxFileName;
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class wxFileNameWrapper;
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// Uh, this is really a namespace rather than a class,
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// since all the functions are static.
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class AUDACITY_DLL_API FileNames
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{
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public:
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// This exists to compensate for bugs in wxCopyFile:
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static bool CopyFile(
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const FilePath& file1, const FilePath& file2, bool overwrite = true);
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// wxWidgets doesn't have a function to do this: make a hard file-system
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// link if possible. It might not be, as when the paths are on different
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// storage devices.
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static bool HardLinkFile( const FilePath& file1, const FilePath& file2);
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static wxString MkDir(const wxString &Str);
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static wxString TempDir();
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static const FilePath &DefaultTempDir();
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static void SetDefaultTempDir( const FilePath &tempDir );
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static bool IsTempDirectoryNameOK( const FilePath & Name );
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static bool IsMidi(const FilePath &fName);
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/** \brief A list of directories that should be searched for Audacity files
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* (plug-ins, help files, etc.).
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*
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* On Unix this will include the directory Audacity was installed into,
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* plus the current user's .audacity-data/Plug-Ins directory. Additional
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* directories can be specified using the AUDACITY_PATH environment
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* variable. On Windows or Mac OS, this will include the directory
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* which contains the Audacity program. */
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static const FilePaths &AudacityPathList();
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static void SetAudacityPathList( FilePaths list );
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// originally an ExportMultiple method. Append suffix if newName appears in otherNames.
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static void MakeNameUnique(
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FilePaths &otherNames, wxFileName &newName);
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static wxString LowerCaseAppNameInPath( const wxString & dirIn);
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/** \brief Audacity user data directory
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*
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* Where audacity keeps it's settings and other user data squirreled away,
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* by default ~/.audacity-data/ on Unix, Application Data/Audacity on
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* windows system */
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static FilePath DataDir();
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static FilePath ResourcesDir();
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static FilePath AutoSaveDir();
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static FilePath HtmlHelpDir();
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static FilePath HtmlHelpIndexFile(bool quick);
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static FilePath LegacyChainDir();
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static FilePath MacroDir();
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static FilePath NRPDir();
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static FilePath NRPFile();
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static FilePath PluginRegistry();
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static FilePath PluginSettings();
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static FilePath BaseDir();
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static FilePath ModulesDir();
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/** \brief The user plug-in directory (not a system one)
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*
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* This returns the string path to where the user may have put plug-ins
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* if they don't have system admin rights. Under default settings, it's
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* <DataDir>/Plug-Ins/ */
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static FilePath PlugInDir();
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static FilePath ThemeDir();
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static FilePath ThemeComponentsDir();
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static FilePath ThemeCachePng();
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static FilePath ThemeCacheAsCee();
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static FilePath ThemeComponent(const wxString &Str);
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static FilePath ThemeCacheHtm();
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static FilePath ThemeImageDefsAsCee();
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// Obtain name of loaded module that contains address
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static FilePath PathFromAddr(void *addr);
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static bool IsPathAvailable( const FilePath & Path);
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static wxFileNameWrapper DefaultToDocumentsFolder
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(const wxString &preference);
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// If not None, determines a preference key (for the default path string) to
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// be read and updated
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enum class Operation {
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// _ on None to defeat some macro that is expanding this.
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_None,
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Open,
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Export
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};
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static wxString FindDefaultPath(Operation op);
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static void UpdateDefaultPath(Operation op, const FilePath &path);
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// F is a function taking a wxString, returning wxString
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template<typename F>
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static wxString WithDefaultPath
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(Operation op, const FilePath &defaultPath, F function)
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{
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auto path = defaultPath;
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if (path.empty())
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path = FileNames::FindDefaultPath(op);
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auto result = function(path);
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FileNames::UpdateDefaultPath(op, result);
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return result;
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}
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static wxString
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SelectFile(Operation op, // op matters only when default_path is empty
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const wxString& message,
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const FilePath& default_path,
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const FilePath& default_filename,
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// empty, or one extension, or multiple extensions joined with
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// '|', extensions including the leading dot:
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const wxString& default_extension,
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const wxString& wildcard,
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int flags,
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wxWindow *parent);
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// Useful functions for working with search paths
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static void AddUniquePathToPathList(const FilePath &path,
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FilePaths &pathList);
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static void AddMultiPathsToPathList(const wxString &multiPathString,
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FilePaths &pathList);
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static void FindFilesInPathList(const wxString & pattern,
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const FilePaths & pathList,
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FilePaths &results,
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int flags = wxDIR_FILES);
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/** \brief Protect against Unicode to multi-byte conversion failures
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* on Windows */
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#if defined(__WXMSW__)
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static char *VerifyFilename(const wxString &s, bool input = true);
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// stuff for file name sanitisation
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static wxCharBuffer mFilename;
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#endif
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private:
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// Private constructors: No one is ever going to instantiate it.
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//
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FileNames(){;};
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~FileNames(){;};
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};
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// Use this macro to wrap all filenames and pathnames that get
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// passed directly to a system call, like opening a file, creating
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// a directory, checking to see that a file exists, etc...
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#if defined(__WXMSW__)
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// Note, on Windows we don't define an OSFILENAME() to prevent accidental use.
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// See VerifyFilename() for an explanation.
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#define OSINPUT(X) FileNames::VerifyFilename(X, true)
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#define OSOUTPUT(X) FileNames::VerifyFilename(X, false)
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#elif defined(__WXMAC__)
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#define OSFILENAME(X) ((char *) (const char *)(X).fn_str())
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#define OSINPUT(X) OSFILENAME(X)
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#define OSOUTPUT(X) OSFILENAME(X)
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#else
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#define OSFILENAME(X) ((char *) (const char *)(X).mb_str())
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#define OSINPUT(X) OSFILENAME(X)
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#define OSOUTPUT(X) OSFILENAME(X)
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#endif
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#endif
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