/********************************************************************** Audacity: A Digital Audio Editor FileNames.h James Crook **********************************************************************/ #ifndef __AUDACITY_FILE_NAMES__ #define __AUDACITY_FILE_NAMES__ #include "Audacity.h" #include // for wxDIR_FILES #include // function return value #include "audacity/Types.h" class wxFileName; class wxFileNameWrapper; // Uh, this is really a namespace rather than a class, // since all the functions are static. class AUDACITY_DLL_API FileNames { public: // This exists to compensate for bugs in wxCopyFile: static bool CopyFile( 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. static bool HardLinkFile( const FilePath& file1, const FilePath& file2); static wxString MkDir(const wxString &Str); static wxString TempDir(); static const FilePath &DefaultTempDir(); static void SetDefaultTempDir( const FilePath &tempDir ); static bool IsTempDirectoryNameOK( const FilePath & Name ); static 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. */ static const FilePaths &AudacityPathList(); static void SetAudacityPathList( FilePaths list ); // originally an ExportMultiple method. Append suffix if newName appears in otherNames. static void MakeNameUnique( FilePaths &otherNames, wxFileName &newName); static wxString LowerCaseAppNameInPath( const wxString & dirIn); /** \brief Audacity user data directory * * Where audacity keeps it's settings and other user data squirreled away, * by default ~/.audacity-data/ on Unix, Application Data/Audacity on * windows system */ static FilePath DataDir(); static FilePath ResourcesDir(); static FilePath AutoSaveDir(); static FilePath HtmlHelpDir(); static FilePath HtmlHelpIndexFile(bool quick); static FilePath LegacyChainDir(); static FilePath MacroDir(); static FilePath NRPDir(); static FilePath NRPFile(); static FilePath PluginRegistry(); static FilePath PluginSettings(); static FilePath BaseDir(); static 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 * /Plug-Ins/ */ static FilePath PlugInDir(); static FilePath ThemeDir(); static FilePath ThemeComponentsDir(); static FilePath ThemeCachePng(); static FilePath ThemeCacheAsCee(); static FilePath ThemeComponent(const wxString &Str); static FilePath ThemeCacheHtm(); static FilePath ThemeImageDefsAsCee(); // Obtain name of loaded module that contains address static FilePath PathFromAddr(void *addr); static bool IsPathAvailable( const FilePath & Path); static 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, Open, Export }; static wxString FindDefaultPath(Operation op); static void UpdateDefaultPath(Operation op, const FilePath &path); // F is a function taking a wxString, returning wxString template static wxString WithDefaultPath (Operation op, const FilePath &defaultPath, F function) { auto path = defaultPath; if (path.empty()) path = FileNames::FindDefaultPath(op); auto result = function(path); FileNames::UpdateDefaultPath(op, result); return result; } static wxString SelectFile(Operation op, // op matters only when default_path is empty const wxString& message, const FilePath& default_path, const FilePath& default_filename, // empty, or one extension, or multiple extensions joined with // '|', extensions including the leading dot: const wxString& default_extension, const wxString& wildcard, int flags, wxWindow *parent); // Useful functions for working with search paths static void AddUniquePathToPathList(const FilePath &path, FilePaths &pathList); static void AddMultiPathsToPathList(const wxString &multiPathString, FilePaths &pathList); static 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__) static char *VerifyFilename(const wxString &s, bool input = true); // stuff for file name sanitisation static wxCharBuffer mFilename; #endif private: // Private constructors: No one is ever going to instantiate it. // FileNames(){;}; ~FileNames(){;}; }; // 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