mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-02 17:11:51 +00:00
2d7c0e26d2
The real fun part is yet to come, i.e. removing the remaining dependencies on the old file system code.
397 lines
No EOL
11 KiB
C++
397 lines
No EOL
11 KiB
C++
/*
|
|
** i_specialpaths.cpp
|
|
** Gets special system folders where data should be stored. (Windows 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 <windows.h>
|
|
#include <lmcons.h>
|
|
#include <shlobj.h>
|
|
#include <Shlwapi.h>
|
|
|
|
#include "i_specialpaths.h"
|
|
#include "printf.h"
|
|
#include "cmdlib.h"
|
|
#include "i_findfile.h"
|
|
//#include "version.h" // for GAMENAME
|
|
|
|
// Stuff that needs to be set up later.
|
|
extern FString progdir;
|
|
static bool batchrun;
|
|
#define GAMENAMELOWERCASE "demolition"
|
|
#define GAMENAME "Demolition"
|
|
#define GAME_DIR "demolition"
|
|
|
|
// Vanilla MinGW does not have folder ids
|
|
#if defined(__MINGW32__) && !defined(__MINGW64_VERSION_MAJOR)
|
|
static const GUID FOLDERID_LocalAppData = { 0xf1b32785, 0x6fba, 0x4fcf, 0x9d, 0x55, 0x7b, 0x8e, 0x7f, 0x15, 0x70, 0x91 };
|
|
static const GUID FOLDERID_RoamingAppData = { 0x3eb685db, 0x65f9, 0x4cf6, 0xa0, 0x3a, 0xe3, 0xef, 0x65, 0x72, 0x9f, 0x3d };
|
|
static const GUID FOLDERID_SavedGames = { 0x4c5c32ff, 0xbb9d, 0x43b0, 0xb5, 0xb4, 0x2d, 0x72, 0xe5, 0x4e, 0xaa, 0xa4 };
|
|
static const GUID FOLDERID_Documents = { 0xfdd39ad0, 0x238f, 0x46af, 0xad, 0xb4, 0x6c, 0x85, 0x48, 0x03, 0x69, 0xc7 };
|
|
static const GUID FOLDERID_Pictures = { 0x33e28130, 0x4e1e, 0x4676, 0x83, 0x5a, 0x98, 0x39, 0x5c, 0x3b, 0xc3, 0xbb };
|
|
#endif
|
|
|
|
//===========================================================================
|
|
//
|
|
// IsProgramDirectoryWritable
|
|
//
|
|
// If the program directory is writable, then dump everything in there for
|
|
// historical reasons. Otherwise, known folders get used instead.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool UseKnownFolders()
|
|
{
|
|
// Cache this value so the semantics don't change during a single run
|
|
// of the program. (e.g. Somebody could add write access while the
|
|
// program is running.)
|
|
static int iswritable = -1;
|
|
HANDLE file;
|
|
|
|
if (iswritable >= 0)
|
|
{
|
|
return !iswritable;
|
|
}
|
|
std::wstring testpath = progdir.WideString() + L"writest";
|
|
file = CreateFile(testpath.c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL,
|
|
CREATE_ALWAYS,
|
|
FILE_ATTRIBUTE_TEMPORARY | FILE_FLAG_DELETE_ON_CLOSE, NULL);
|
|
if (file != INVALID_HANDLE_VALUE)
|
|
{
|
|
CloseHandle(file);
|
|
if (!batchrun) Printf("Using program directory for storage\n");
|
|
iswritable = true;
|
|
return false;
|
|
}
|
|
if (!batchrun) Printf("Using known folders for storage\n");
|
|
iswritable = false;
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// GetKnownFolder
|
|
//
|
|
// Returns the known_folder if SHGetKnownFolderPath is available, otherwise
|
|
// returns the shell_folder using SHGetFolderPath.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create, FString &path)
|
|
{
|
|
PWSTR wpath;
|
|
if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath)))
|
|
{
|
|
return false;
|
|
}
|
|
path = wpath;
|
|
CoTaskMemFree(wpath);
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// M_GetAppDataPath Windows
|
|
//
|
|
// Returns the path for the AppData folder.
|
|
//
|
|
//===========================================================================
|
|
|
|
FString M_GetAppDataPath(bool create)
|
|
{
|
|
FString path;
|
|
|
|
if (!GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create, path))
|
|
{ // Failed (e.g. On Win9x): use program directory
|
|
path = progdir;
|
|
}
|
|
// Don't use GAME_DIR and such so that demolition and its child ports can
|
|
// share the node cache.
|
|
path += "/" GAMENAMELOWERCASE;
|
|
path.Substitute("//", "/"); // needed because progdir ends with a slash.
|
|
if (create)
|
|
{
|
|
CreatePath(path);
|
|
}
|
|
return path;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// M_GetAutoexecPath Windows
|
|
//
|
|
// Returns the expected location of autoexec.cfg.
|
|
//
|
|
//===========================================================================
|
|
|
|
FString M_GetAutoexecPath()
|
|
{
|
|
return "$PROGDIR/autoexec.cfg";
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// M_GetConfigPath Windows
|
|
//
|
|
// Returns the path to the config file. On Windows, this can vary for reading
|
|
// vs writing. i.e. If $PROGDIR/demolition-<user>.ini does not exist, it will try
|
|
// to read from $PROGDIR/demolition.ini, but it will never write to demolition.ini.
|
|
//
|
|
//===========================================================================
|
|
|
|
FString M_GetConfigPath(bool for_reading)
|
|
{
|
|
FString path;
|
|
HRESULT hr;
|
|
|
|
path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
|
|
if (FileExists(path))
|
|
{
|
|
return path;
|
|
}
|
|
path = "";
|
|
|
|
// Construct a user-specific config name
|
|
if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path))
|
|
{
|
|
path += "/" GAME_DIR;
|
|
CreatePath(path);
|
|
path += "/" GAMENAMELOWERCASE ".ini";
|
|
}
|
|
else
|
|
{ // construct "$PROGDIR/demolition-$USER.ini"
|
|
WCHAR uname[UNLEN+1];
|
|
DWORD unamelen = UNLEN;
|
|
|
|
path = progdir;
|
|
hr = GetUserNameW(uname, &unamelen);
|
|
if (SUCCEEDED(hr) && uname[0] != 0)
|
|
{
|
|
// Is it valid for a user name to have slashes?
|
|
// Check for them and substitute just in case.
|
|
auto probe = uname;
|
|
while (*probe != 0)
|
|
{
|
|
if (*probe == '\\' || *probe == '/')
|
|
*probe = '_';
|
|
++probe;
|
|
}
|
|
path << GAMENAMELOWERCASE "-" << FString(uname) << ".ini";
|
|
}
|
|
else
|
|
{ // Couldn't get user name, so just use demolition.ini
|
|
path += GAMENAMELOWERCASE ".ini";
|
|
}
|
|
}
|
|
|
|
// If we are reading the config file, check if it exists. If not, fallback
|
|
// to $PROGDIR/demolition.ini
|
|
if (for_reading)
|
|
{
|
|
if (!FileExists(path))
|
|
{
|
|
path = progdir;
|
|
path << GAMENAMELOWERCASE ".ini";
|
|
}
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// M_GetScreenshotsPath Windows
|
|
//
|
|
// Returns the path to the default screenshots directory.
|
|
//
|
|
//===========================================================================
|
|
|
|
// I'm not sure when FOLDERID_Screenshots was added, but it was probably
|
|
// for Windows 8, since it's not in the v7.0 Windows SDK.
|
|
static const GUID MyFOLDERID_Screenshots = { 0xb7bede81, 0xdf94, 0x4682, 0xa7, 0xd8, 0x57, 0xa5, 0x26, 0x20, 0xb8, 0x6f };
|
|
|
|
FString M_GetScreenshotsPath()
|
|
{
|
|
FString path;
|
|
|
|
if (!UseKnownFolders())
|
|
{
|
|
return progdir;
|
|
}
|
|
else if (GetKnownFolder(-1, MyFOLDERID_Screenshots, true, path))
|
|
{
|
|
path << "/" GAMENAME;
|
|
}
|
|
else if (GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true, path))
|
|
{
|
|
path << "/Screenshots/" GAMENAME;
|
|
}
|
|
else
|
|
{
|
|
return progdir;
|
|
}
|
|
CreatePath(path);
|
|
return path;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// M_GetSavegamesPath Windows
|
|
//
|
|
// Returns the path to the default save games directory.
|
|
//
|
|
//===========================================================================
|
|
|
|
FString M_GetSavegamesPath()
|
|
{
|
|
FString path;
|
|
|
|
if (!UseKnownFolders())
|
|
{
|
|
return progdir;
|
|
}
|
|
// Try standard Saved Games folder
|
|
else if (GetKnownFolder(-1, FOLDERID_SavedGames, true, path))
|
|
{
|
|
path << "/" GAMENAME;
|
|
}
|
|
// Try defacto My Documents/My Games folder
|
|
else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
|
|
{
|
|
// I assume since this isn't a standard folder, it doesn't have
|
|
// a localized name either.
|
|
path << "/My Games/" GAMENAME;
|
|
CreatePath(path);
|
|
}
|
|
else
|
|
{
|
|
path = progdir;
|
|
}
|
|
return path;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// M_GetDocumentsPath Windows
|
|
//
|
|
// Returns the path to the default documents directory.
|
|
//
|
|
//===========================================================================
|
|
|
|
FString M_GetDocumentsPath()
|
|
{
|
|
FString path;
|
|
|
|
// A portable INI means that this storage location should also be portable.
|
|
path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
|
|
if (FileExists(path))
|
|
{
|
|
return progdir;
|
|
}
|
|
|
|
if (!UseKnownFolders())
|
|
{
|
|
return progdir;
|
|
}
|
|
// Try defacto My Documents/My Games folder
|
|
else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
|
|
{
|
|
// I assume since this isn't a standard folder, it doesn't have
|
|
// a localized name either.
|
|
path << "/My Games/" GAMENAME;
|
|
CreatePath(path);
|
|
}
|
|
else
|
|
{
|
|
path = progdir;
|
|
}
|
|
return path;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FindFirst
|
|
//
|
|
// Start a pattern matching sequence.
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
void *I_FindFirst(const char *filespec, findstate_t *fileinfo)
|
|
{
|
|
static_assert(sizeof(WIN32_FIND_DATAW) == sizeof(fileinfo->FindData), "Findata size mismatch");
|
|
auto widespec = WideString(filespec);
|
|
fileinfo->UTF8Name = "";
|
|
return FindFirstFileW(widespec.c_str(), (LPWIN32_FIND_DATAW)&fileinfo->FindData);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FindNext
|
|
//
|
|
// Return the next file in a pattern matching sequence.
|
|
//
|
|
//==========================================================================
|
|
|
|
int I_FindNext(void *handle, findstate_t *fileinfo)
|
|
{
|
|
fileinfo->UTF8Name = "";
|
|
return !FindNextFileW((HANDLE)handle, (LPWIN32_FIND_DATAW)&fileinfo->FindData);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FindClose
|
|
//
|
|
// Finish a pattern matching sequence.
|
|
//
|
|
//==========================================================================
|
|
|
|
int I_FindClose(void *handle)
|
|
{
|
|
return FindClose((HANDLE)handle);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FindName
|
|
//
|
|
// Returns the name for an entry
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *I_FindName(findstate_t *fileinfo)
|
|
{
|
|
if (fileinfo->UTF8Name.IsEmpty()) fileinfo->UTF8Name = fileinfo->FindData.Name;
|
|
return fileinfo->UTF8Name.GetChars();
|
|
}
|
|
|