raze/source/platform/macos/i_specialpaths.mm
2019-11-05 20:07:16 +01:00

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6 KiB
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/*
** i_specialpaths.mm
** Gets special system folders where data should be stored. (macOS 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.
**---------------------------------------------------------------------------
**
*/
#import <Foundation/NSFileManager.h>
#include "cmdlib.h"
#include "version.h" // for GAMENAME
FString M_GetMacAppSupportPath(const bool create);
static FString GetSpecialPath(const NSSearchPathDirectory kind, const BOOL create = YES, const NSSearchPathDomainMask domain = NSUserDomainMask)
{
NSURL* url = [[NSFileManager defaultManager] URLForDirectory:kind
inDomain:domain
appropriateForURL:nil
create:create
error:nil];
char utf8path[PATH_MAX];
if ([url getFileSystemRepresentation:utf8path
maxLength:sizeof utf8path])
{
return utf8path;
}
return FString();
}
FString M_GetMacAppSupportPath(const bool create)
{
return GetSpecialPath(NSApplicationSupportDirectory, create);
}
void M_GetMacSearchDirectories(FString& user_docs, FString& user_app_support, FString& local_app_support)
{
FString path = GetSpecialPath(NSDocumentDirectory);
user_docs = path.IsEmpty()
? "~/" GAME_DIR
: (path + "/" GAME_DIR);
#define LIBRARY_APPSUPPORT "/Library/Application Support/"
path = M_GetMacAppSupportPath();
user_app_support = path.IsEmpty()
? "~" LIBRARY_APPSUPPORT GAME_DIR
: (path + "/" GAME_DIR);
path = GetSpecialPath(NSApplicationSupportDirectory, YES, NSLocalDomainMask);
local_app_support = path.IsEmpty()
? LIBRARY_APPSUPPORT GAME_DIR
: (path + "/" GAME_DIR);
#undef LIBRARY_APPSUPPORT
}
//===========================================================================
//
// M_GetAppDataPath macOS
//
// Returns the path for the AppData folder.
//
//===========================================================================
FString M_GetAppDataPath(bool create)
{
FString path = M_GetMacAppSupportPath(create);
if (path.IsEmpty())
{
path = progdir;
}
path += "/" GAMENAMELOWERCASE;
if (create) CreatePath(path);
return path;
}
//===========================================================================
//
// M_GetAutoexecPath macOS
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
FString path = GetSpecialPath(NSDocumentDirectory);
if (path.IsNotEmpty())
{
path += "/" GAME_DIR "/autoexec.cfg";
}
return path;
}
//===========================================================================
//
// M_GetConfigPath macOS
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<user>.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)
{
FString path = GetSpecialPath(NSLibraryDirectory);
if (path.IsNotEmpty())
{
// There seems to be no way to get Preferences path via NSFileManager
path += "/Preferences/";
CreatePath(path);
if (!DirExists(path))
{
path = FString();
}
}
return path + GAMENAMELOWERCASE ".ini";
}
//===========================================================================
//
// M_GetScreenshotsPath macOS
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
FString path = GetSpecialPath(NSDocumentDirectory);
if (path.IsEmpty())
{
path = "~/";
}
else
{
path += "/" GAME_DIR "/Screenshots/";
}
return path;
}
//===========================================================================
//
// M_GetSavegamesPath macOS
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
FString path = GetSpecialPath(NSDocumentDirectory);
if (path.IsNotEmpty())
{
path += "/" GAME_DIR "/Savegames/";
}
return path;
}
//===========================================================================
//
// M_GetDocumentsPath macOS
//
// Returns the path to the default documents directory.
//
//===========================================================================
FString M_GetDocumentsPath()
{
FString path = GetSpecialPath(NSDocumentDirectory);
if (path.IsNotEmpty())
{
path += "/" GAME_DIR "/";
}
return path;
}