mirror of
https://github.com/open-goal/jak-project.git
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eb703ee96e
Motivated by - https://github.com/open-goal/opengoal-vscode/pull/358 This addresses the following: - Fixes #2939 spam edge-case - Stop picking a different nREPL port based on the game mode by default, this causes friction for tools in the average usecase (having a REPL open for a single game, and wanting to connect to it). `goalc` spins up fine even if the port is already bound to. - For people that need/want this behaviour, adding per-game configuration to the `repl-config.json` is on my todo list. - Allows `goalc` to permit redefining symbols, including functions. This is defaulted to off via the `repl-config.json` but it allows you to for example, change the definition of a function without having to restart and rebuild the entire game. ![Screenshot 2024-06-02 124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b) - Updates the welcome message to include a bunch of useful metadata up-front. Cleaned up all the startup logs that appear when starting goalc, many of whom's information is now included in the welcome message. - Before: ![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9) - After: ![Screenshot 2024-06-01 235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3)
84 lines
3.8 KiB
C++
84 lines
3.8 KiB
C++
#pragma once
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/*!
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* @file FileUtil.h
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* Utility functions for reading and writing files.
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*/
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#ifdef _WIN32
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#define NOMINMAX
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include "third-party/filesystem.hpp"
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#ifdef _WIN32
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#undef FALSE
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#endif
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#include <optional>
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#include <regex>
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#include <string>
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#include <vector>
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#include "common/common_types.h"
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#include "common/versions/versions.h"
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namespace fs = ghc::filesystem;
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namespace file_util {
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fs::path get_user_home_dir();
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fs::path get_user_config_dir();
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fs::path get_user_settings_dir(GameVersion game_version);
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fs::path get_user_memcard_dir(GameVersion game_version);
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fs::path get_user_screenshots_dir(GameVersion game_version);
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fs::path get_user_misc_dir(GameVersion game_version);
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fs::path get_user_features_dir(GameVersion game_version);
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fs::path get_jak_project_dir();
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fs::path get_iso_dir_for_game(GameVersion game_version);
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void set_iso_data_dir(const fs::path& directory);
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bool create_dir_if_needed(const fs::path& path);
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bool create_dir_if_needed_for_file(const std::string& path);
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bool create_dir_if_needed_for_file(const fs::path& path);
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std::string get_current_executable_path();
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std::optional<std::string> try_get_project_path_from_path(const std::string& path);
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bool setup_project_path(std::optional<fs::path> project_path_override, bool skip_logs = false);
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void override_user_config_dir(fs::path user_config_dir_override,
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bool use_overridden_config_dir_for_saves);
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std::string get_file_path(const std::vector<std::string>& path);
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void write_binary_file(const std::string& name, const void* data, size_t size);
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void write_binary_file(const fs::path& name, const void* data, size_t size);
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void write_rgba_png(const fs::path& name, void* data, int w, int h);
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void write_text_file(const std::string& file_name, const std::string& text);
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void write_text_file(const fs::path& file_name, const std::string& text);
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std::vector<uint8_t> read_binary_file(const std::string& filename);
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std::vector<uint8_t> read_binary_file(const fs::path& filename);
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std::string read_text_file(const std::string& path);
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std::string read_text_file(const fs::path& path);
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bool is_printable_char(char c);
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std::string combine_path(const std::string& parent, const std::string& child);
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bool file_exists(const std::string& path);
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std::string base_name(const std::string& filename);
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std::string base_name_no_ext(const std::string& filename);
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std::string split_path_at(const fs::path& path, const std::vector<std::string>& folders);
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std::string convert_to_unix_path_separators(const std::string& path);
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void MakeISOName(char* dst, const char* src);
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void ISONameFromAnimationName(char* dst, const char* src);
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void assert_file_exists(const char* path, const char* error_message);
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bool dgo_header_is_compressed(const std::vector<u8>& data);
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std::vector<u8> decompress_dgo(const std::vector<u8>& data_in);
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FILE* open_file(const fs::path& path, const std::string& mode);
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std::vector<fs::path> find_files_in_dir(const fs::path& dir, const std::regex& pattern);
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std::vector<fs::path> find_files_recursively(const fs::path& base_dir, const std::regex& pattern);
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std::vector<fs::path> find_directories_in_dir(const fs::path& base_dir);
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std::vector<fs::path> sort_filepaths(const std::vector<fs::path>& paths, const bool aescending);
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/// Will overwrite the destination if it exists
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void copy_file(const fs::path& src, const fs::path& dst);
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std::string make_screenshot_filepath(const GameVersion game_version, const std::string& name = "");
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std::string get_majority_file_line_endings(const std::string& file_contents);
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std::pair<int, std::string> get_majority_file_line_endings_and_count(
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const std::string& file_contents);
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bool is_dir_in_dir(const fs::path& parent, const fs::path& child);
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} // namespace file_util
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