using System.Diagnostics.CodeAnalysis; using System.Diagnostics.Contracts; using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities; namespace StardewModdingAPI.Utilities { /// <summary>Provides utilities for normalizing file paths.</summary> public static class PathUtilities { /********* ** Accessors *********/ /// <summary>The preferred directory separator character in an asset key.</summary> public static char PreferredAssetSeparator { get; } = ToolkitPathUtilities.PreferredAssetSeparator; /********* ** Public methods *********/ /// <summary>Get the segments from a path (e.g. <c>/usr/bin/example</c> => <c>usr</c>, <c>bin</c>, and <c>example</c>).</summary> /// <param name="path">The path to split.</param> /// <param name="limit">The number of segments to match. Any additional segments will be merged into the last returned part.</param> [Pure] public static string[] GetSegments(string? path, int? limit = null) { return ToolkitPathUtilities.GetSegments(path, limit); } /// <summary>Normalize an asset name to match how MonoGame's content APIs would normalize and cache it.</summary> /// <param name="assetName">The asset name to normalize.</param> [Pure] [return: NotNullIfNotNull("assetName")] public static string? NormalizeAssetName(string? assetName) { return ToolkitPathUtilities.NormalizeAssetName(assetName); } /// <summary>Normalize separators in a file path for the current platform.</summary> /// <param name="path">The file path to normalize.</param> /// <remarks>This should only be used for file paths. For asset names, use <see cref="NormalizeAssetName"/> instead.</remarks> [Pure] [return: NotNullIfNotNull("path")] public static string? NormalizePath(string? path) { return ToolkitPathUtilities.NormalizePath(path); } /// <summary>Get whether a path is relative and doesn't try to climb out of its containing folder (e.g. doesn't contain <c>../</c>).</summary> /// <param name="path">The path to check.</param> [Pure] public static bool IsSafeRelativePath(string? path) { return ToolkitPathUtilities.IsSafeRelativePath(path); } /// <summary>Get whether a string is a valid 'slug', containing only basic characters that are safe in all contexts (e.g. filenames, URLs, etc).</summary> /// <param name="str">The string to check.</param> [Pure] public static bool IsSlug(string? str) { return ToolkitPathUtilities.IsSlug(str); } } }