/* ** i_specialpaths.cpp ** Gets special system folders where data should be stored. (Unix version) ** **--------------------------------------------------------------------------- ** Copyright 2013-2016 Randy Heit ** Copyright 2016 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #include "i_system.h" #include "cmdlib.h" #include "printf.h" #include "engineerrors.h" #include "version.h" // for GAMENAME FString GetUserFile (const char *file) { FString path; struct stat info; path = NicePath("$HOME/" GAME_DIR "/"); if (stat (path, &info) == -1) { struct stat extrainfo; // Sanity check for $HOME/.config FString configPath = NicePath("$HOME/.config/"); if (stat (configPath, &extrainfo) == -1) { if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1) { I_FatalError ("Failed to create $HOME/.config directory:\n%s", strerror(errno)); } } else if (!S_ISDIR(extrainfo.st_mode)) { I_FatalError ("$HOME/.config must be a directory"); } // This can be removed after a release or two // Transfer the old zdoom directory to the new location bool moved = false; FString oldpath = NicePath("$HOME/." GAMENAMELOWERCASE "/"); if (stat (oldpath, &extrainfo) != -1) { if (rename(oldpath, path) == -1) { I_Error ("Failed to move old " GAMENAMELOWERCASE " directory (%s) to new location (%s).", oldpath.GetChars(), path.GetChars()); } else moved = true; } if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1) { I_FatalError ("Failed to create %s directory:\n%s", path.GetChars(), strerror (errno)); } } else { if (!S_ISDIR(info.st_mode)) { I_FatalError ("%s must be a directory", path.GetChars()); } } path += file; return path; } //=========================================================================== // // M_GetAppDataPath Unix // // Returns the path for the AppData folder. // //=========================================================================== FString M_GetAppDataPath(bool create) { // Don't use GAME_DIR and such so that ZDoom and its child ports can // share the node cache. FString path = NicePath("$HOME/.config/" GAMENAMELOWERCASE); if (create) { CreatePath(path); } return path; } //=========================================================================== // // M_GetCachePath Unix // // Returns the path for cache GL nodes. // //=========================================================================== FString M_GetCachePath(bool create) { // Don't use GAME_DIR and such so that ZDoom and its child ports can // share the node cache. FString path = NicePath("$HOME/.config/zdoom/cache"); if (create) { CreatePath(path); } return path; } //=========================================================================== // // M_GetAutoexecPath Unix // // Returns the expected location of autoexec.cfg. // //=========================================================================== FString M_GetAutoexecPath() { return GetUserFile("autoexec.cfg"); } //=========================================================================== // // M_GetConfigPath Unix // // Returns the path to the config file. On Windows, this can vary for reading // vs writing. i.e. If $PROGDIR/zdoom-.ini does not exist, it will try // to read from $PROGDIR/zdoom.ini, but it will never write to zdoom.ini. // //=========================================================================== FString M_GetConfigPath(bool for_reading) { return GetUserFile(GAMENAMELOWERCASE ".ini"); } //=========================================================================== // // M_GetScreenshotsPath Unix // // Returns the path to the default screenshots directory. // //=========================================================================== FString M_GetScreenshotsPath() { return NicePath("$HOME/" GAME_DIR "/screenshots/"); } //=========================================================================== // // M_GetSavegamesPath Unix // // Returns the path to the default save games directory. // //=========================================================================== FString M_GetSavegamesPath() { return NicePath("$HOME/" GAME_DIR "/"); } //=========================================================================== // // M_GetDocumentsPath Unix // // Returns the path to the default documents directory. // //=========================================================================== FString M_GetDocumentsPath() { return NicePath("$HOME/" GAME_DIR "/"); } //=========================================================================== // // M_GetDemoPath Unix // // Returns the path to the default demo directory. // //=========================================================================== FString M_GetDemoPath() { return M_GetDocumentsPath() + "demo/"; } //=========================================================================== // // M_NormalizedPath // // Normalizes the given path and returns the result. // //=========================================================================== FString M_GetNormalizedPath(const char* path) { char *actualpath; actualpath = realpath(path, NULL); if (!actualpath) // error ? return nullptr; FString fullpath = actualpath; return fullpath; }