mirror of
https://github.com/DrBeef/Raze.git
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41fc5660e5
* IQM enhancements * config storage in Users * moving of savegame filename generation to the backend
454 lines
13 KiB
C++
454 lines
13 KiB
C++
/*
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** i_specialpaths.cpp
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** Gets special system folders where data should be stored. (Windows 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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#include <windows.h>
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#include <lmcons.h>
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#include <shlobj.h>
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#include <Shlwapi.h>
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#include <VersionHelpers.h>
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#include "i_specialpaths.h"
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#include "printf.h"
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#include "cmdlib.h"
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#include "findfile.h"
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#include "version.h" // for GAMENAME
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#include "gstrings.h"
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#include "i_mainwindow.h"
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#include "engineerrors.h"
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static int isportable = -1;
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//===========================================================================
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//
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// IsProgramDirectoryWritable
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//
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// If the program directory is writable, then dump everything in there for
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// historical reasons. Otherwise, known folders get used instead.
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//
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//===========================================================================
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bool IsPortable()
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{
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// Cache this value so the semantics don't change during a single run
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// of the program. (e.g. Somebody could add write access while the
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// program is running.)
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HANDLE file;
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if (isportable >= 0)
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{
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return !!isportable;
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}
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// Consider 'Program Files' read only without actually checking.
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bool found = false;
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for (auto p : { L"ProgramFiles", L"ProgramFiles(x86)" })
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{
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wchar_t buffer1[256];
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if (GetEnvironmentVariable(p, buffer1, 256))
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{
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FString envpath(buffer1);
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FixPathSeperator(envpath);
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if (progdir.MakeLower().IndexOf(envpath.MakeLower()) == 0)
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{
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isportable = false;
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return false;
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}
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}
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}
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// A portable INI means that this storage location should also be portable if the file can be written to.
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FStringf path("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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file = CreateFile(path.WideString().c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL,
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OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
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if (file != INVALID_HANDLE_VALUE)
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{
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CloseHandle(file);
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if (!batchrun) Printf("Using portable configuration\n");
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isportable = true;
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return true;
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}
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}
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isportable = false;
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return false;
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}
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//===========================================================================
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//
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// GetKnownFolder
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//
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// Returns the known_folder from SHGetKnownFolderPath
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//
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//===========================================================================
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FString GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create)
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{
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PWSTR wpath;
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if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath)))
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{
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// This should never be triggered unless the OS was compromised
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I_FatalError("Unable to retrieve known folder.");
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}
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FString path = FString(wpath);
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FixPathSeperator(path);
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CoTaskMemFree(wpath);
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return path;
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}
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//===========================================================================
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//
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// M_GetAppDataPath Windows
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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 = GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create);
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path += "/" GAMENAMELOWERCASE;
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if (create)
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{
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CreatePath(path);
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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_GetCachePath Windows
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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 = GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create);
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// Don't use GAME_DIR and such so that ZDoom and its child ports can
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// share the node cache.
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path += "/zdoom/cache";
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if (create)
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{
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CreatePath(path);
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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_GetAutoexecPath Windows
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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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return "$PROGDIR/autoexec.cfg";
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}
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//===========================================================================
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//
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// M_GetOldConfigPath
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//
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// Check if we have a config in a place that's no longer used.
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//
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//===========================================================================
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FString M_GetOldConfigPath(int& type)
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{
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FString path;
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HRESULT hr;
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// construct "$PROGDIR/-$USER.ini"
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WCHAR uname[UNLEN + 1];
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DWORD unamelen = UNLEN;
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path = progdir;
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hr = GetUserNameW(uname, &unamelen);
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if (SUCCEEDED(hr) && uname[0] != 0)
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{
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// Is it valid for a user name to have slashes?
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// Check for them and substitute just in case.
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auto probe = uname;
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while (*probe != 0)
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{
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if (*probe == '\\' || *probe == '/')
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*probe = '_';
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++probe;
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}
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path << GAMENAMELOWERCASE "-" << FString(uname) << ".ini";
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type = 0;
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if (FileExists(path))
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return path;
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}
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// Check in app data where this was previously stored.
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// We actually prefer to store the config in a more visible place so this is no longer used.
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path = GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true);
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path += "/" GAME_DIR "/" GAMENAMELOWERCASE ".ini";
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type = 1;
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if (FileExists(path))
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return path;
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return "";
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}
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//===========================================================================
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//
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// M_MigrateOldConfig
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//
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// Ask the user what to do with their old config.
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//
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//===========================================================================
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int M_MigrateOldConfig()
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{
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int selection = IDCANCEL;
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auto globalstr = L"Move to Users/ folder";
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auto portablestr = L"Convert to portable installation";
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auto cancelstr = L"Cancel";
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auto titlestr = L"Migrate existing configuration";
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auto infostr = L"" GAMENAME " found a user specific config in the game folder";
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const TASKDIALOG_BUTTON buttons[] = { {IDYES, globalstr}, {IDNO, portablestr}, {IDCANCEL, cancelstr} };
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TASKDIALOGCONFIG taskDialogConfig = {};
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taskDialogConfig.cbSize = sizeof(TASKDIALOGCONFIG);
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taskDialogConfig.pszMainIcon = TD_WARNING_ICON;
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taskDialogConfig.pButtons = buttons;
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taskDialogConfig.cButtons = countof(buttons);
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taskDialogConfig.pszWindowTitle = titlestr;
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taskDialogConfig.pszContent = infostr;
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taskDialogConfig.hwndParent = mainwindow.GetHandle();
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taskDialogConfig.dwFlags = TDF_USE_COMMAND_LINKS;
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TaskDialogIndirect(&taskDialogConfig, &selection, NULL, NULL);
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if (selection == IDYES || selection == IDNO) return selection;
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throw CExitEvent(3);
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}
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//===========================================================================
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//
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// M_GetConfigPath Windows
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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 the user specific ini does not exist, it will try
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// to read from a neutral version, but never write to it.
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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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if (IsPortable())
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{
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return FStringf("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
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}
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// Construct a user-specific config name
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FString path = GetKnownFolder(CSIDL_APPDATA, FOLDERID_Documents, true);
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path += "/My Games/" GAME_DIR;
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CreatePath(path);
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path += "/" GAMENAMELOWERCASE ".ini";
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if (!for_reading || FileExists(path))
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return path;
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// No config was found in the accepted locations.
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// Look in previously valid places to see if we have something we can migrate
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int type = 0;
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FString oldpath = M_GetOldConfigPath(type);
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if (!oldpath.IsEmpty())
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{
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if (type == 0)
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{
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// If we find a local per-user config, ask the user what to do with it.
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int action = M_MigrateOldConfig();
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if (action == IDNO)
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{
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path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
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isportable = true;
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}
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}
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bool res = MoveFileExW(WideString(oldpath).c_str(), WideString(path).c_str(), MOVEFILE_COPY_ALLOWED);
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if (res) return path;
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else return oldpath; // if we cannot move, just use the config where it was. It won't be written back, though and never be used again if a new one gets saved.
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}
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// Fall back to the global template if nothing was found.
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// If we are reading the config file, check if it exists. If not, fallback to base version.
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if (for_reading)
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{
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if (!FileExists(path))
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{
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path = progdir;
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path << GAMENAMELOWERCASE ".ini";
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}
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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_GetScreenshotsPath Windows
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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;
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if (IsPortable())
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{
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path << progdir << "Screenshots/";
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}
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else if (IsWindows8OrGreater())
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{
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path = GetKnownFolder(-1, FOLDERID_Screenshots, true);
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path << "/" GAMENAME "/";
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}
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else
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{
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path = GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true);
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path << "/Screenshots/" GAMENAME "/";
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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 Windows
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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;
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if (IsPortable())
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{
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path << progdir << "Save/";
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}
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// Try standard Saved Games folder
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else
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{
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path = GetKnownFolder(-1, FOLDERID_SavedGames, true);
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path << "/" GAMENAME "/";
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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 Windows
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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;
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if (IsPortable())
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{
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return progdir;
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}
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// Try defacto My Documents/My Games folder
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else
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{
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// I assume since this isn't a standard folder, it doesn't have a localized name either.
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path = GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true);
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path << "/My Games/" GAMENAME "/";
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CreatePath(path);
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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_GetDemoPath Windows
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//
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// Returns the path to the default demp 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;
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// A portable INI means that this storage location should also be portable.
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if (IsPortable())
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{
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path << progdir << "Demos/";
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}
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else
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// Try defacto My Documents/My Games folder
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{
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// I assume since this isn't a standard folder, it doesn't have a localized name either.
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path = GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true);
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path << "/My Games/" GAMENAME "/";
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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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std::wstring wpath = WideString(path);
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wchar_t buffer[MAX_PATH];
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GetFullPathNameW(wpath.c_str(), MAX_PATH, buffer, nullptr);
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FString result(buffer);
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FixPathSeperator(result);
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return result;
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}
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