mirror of
https://github.com/DrBeef/Raze.git
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6354c1889d
This cannot include „Raze“ in the app_support path strings because some of these parts point to elsewhere. The two places where it is needed must be explicit.
285 lines
7.3 KiB
Text
285 lines
7.3 KiB
Text
/*
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** i_specialpaths.mm
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** Gets special system folders where data should be stored. (macOS version)
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**
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**---------------------------------------------------------------------------
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** Copyright 2013-2016 Randy Heit
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** Copyright 2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#import <Foundation/NSFileManager.h>
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#include "cmdlib.h"
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#include "version.h" // for GAMENAME
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#include "i_specialpaths.h"
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FString M_GetMacAppSupportPath(const bool create);
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static FString GetSpecialPath(const NSSearchPathDirectory kind, const BOOL create = YES, const NSSearchPathDomainMask domain = NSUserDomainMask)
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{
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NSURL* url = [[NSFileManager defaultManager] URLForDirectory:kind
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inDomain:domain
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appropriateForURL:nil
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create:create
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error:nil];
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char utf8path[PATH_MAX];
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if ([url getFileSystemRepresentation:utf8path
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maxLength:sizeof utf8path])
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{
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return utf8path;
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}
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return FString();
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}
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FString M_GetMacAppSupportPath(const bool create)
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{
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return GetSpecialPath(NSApplicationSupportDirectory, create);
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}
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void M_GetMacSearchDirectories(FString& user_docs, FString& user_app_support, FString& local_app_support)
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{
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FString path = GetSpecialPath(NSDocumentDirectory);
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user_docs = path.IsEmpty()
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? "~/" GAME_DIR
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: (path + "/" GAME_DIR);
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#define LIBRARY_APPSUPPORT "/Library/Application Support"
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path = M_GetMacAppSupportPath();
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user_app_support = path.IsEmpty()
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? "~" LIBRARY_APPSUPPORT
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: (path);
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path = GetSpecialPath(NSApplicationSupportDirectory, YES, NSLocalDomainMask);
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local_app_support = path.IsEmpty()
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? LIBRARY_APPSUPPORT
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: (path);
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#undef LIBRARY_APPSUPPORT
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}
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//===========================================================================
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//
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// M_GetAppDataPath macOS
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//
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// Returns the path for the AppData folder.
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//
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//===========================================================================
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FString M_GetAppDataPath(bool create)
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{
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FString path = M_GetMacAppSupportPath(create);
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if (path.IsEmpty())
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{
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path = progdir;
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}
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path += "/" GAMENAMELOWERCASE;
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if (create) CreatePath(path);
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return path;
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}
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//===========================================================================
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//
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// M_GetCachePath macOS
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//
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// Returns the path for cache GL nodes.
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//
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//===========================================================================
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FString M_GetCachePath(bool create)
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{
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FString path = M_GetMacAppSupportPath(create);
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if (path.IsEmpty())
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{
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path = progdir;
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}
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path += "/zdoom/cache";
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if (create) CreatePath(path);
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return path;
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}
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//===========================================================================
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//
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// M_GetAutoexecPath macOS
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//
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// Returns the expected location of autoexec.cfg.
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//
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//===========================================================================
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FString M_GetAutoexecPath()
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{
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FString path = GetSpecialPath(NSDocumentDirectory);
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if (path.IsNotEmpty())
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{
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path += "/" GAME_DIR "/autoexec.cfg";
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetConfigPath macOS
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//
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// Returns the path to the config file. On Windows, this can vary for reading
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// vs writing. i.e. If $PROGDIR/zdoom-<user>.ini does not exist, it will try
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// to read from $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
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//
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//===========================================================================
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FString M_GetConfigPath(bool for_reading)
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{
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FString path = GetSpecialPath(NSLibraryDirectory);
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if (path.IsNotEmpty())
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{
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// There seems to be no way to get Preferences path via NSFileManager
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path += "/Preferences/";
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CreatePath(path);
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if (!DirExists(path))
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{
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path = FString();
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}
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}
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return path + GAMENAMELOWERCASE ".ini";
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}
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//===========================================================================
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//
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// M_GetScreenshotsPath macOS
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//
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// Returns the path to the default screenshots directory.
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//
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//===========================================================================
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FString M_GetScreenshotsPath()
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{
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FString path = GetSpecialPath(NSDocumentDirectory);
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if (path.IsEmpty())
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{
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path = "~/";
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}
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else
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{
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path += "/" GAME_DIR "/Screenshots/";
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}
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CreatePath(path);
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return path;
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}
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//===========================================================================
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//
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// M_GetSavegamesPath macOS
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//
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// Returns the path to the default save games directory.
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//
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//===========================================================================
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FString M_GetSavegamesPath()
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{
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FString path = GetSpecialPath(NSDocumentDirectory);
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if (path.IsNotEmpty())
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{
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path += "/" GAME_DIR "/Savegames/";
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetDocumentsPath macOS
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDocumentsPath()
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{
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FString path = GetSpecialPath(NSDocumentDirectory);
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if (path.IsNotEmpty())
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{
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path += "/" GAME_DIR "/";
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}
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CreatePath(path);
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return path;
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}
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//===========================================================================
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//
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// M_GetDemoPath macOS
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//
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// Returns the path to the default demo directory.
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//
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//===========================================================================
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FString M_GetDemoPath()
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{
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FString path = GetSpecialPath(NSDocumentDirectory);
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if (path.IsNotEmpty())
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{
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path += "/" GAME_DIR "/Demos/";
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}
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return path;
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}
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//===========================================================================
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//
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// M_NormalizedPath
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//
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// Normalizes the given path and returns the result.
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//
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//===========================================================================
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FString M_GetNormalizedPath(const char* path)
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{
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NSString *str = [NSString stringWithUTF8String:path];
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NSString *out;
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if ([str completePathIntoString:&out caseSensitive:NO matchesIntoArray:nil filterTypes:nil])
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{
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return out.UTF8String;
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}
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return path;
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}
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