diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index f6caa2f5d..51548afdd 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -635,6 +635,7 @@ set( PLAT_WIN32_SOURCES win32/i_main.cpp win32/i_movie.cpp win32/i_system.cpp + win32/i_specialpaths.cpp win32/st_start.cpp win32/win32video.cpp ) set( PLAT_POSIX_SOURCES @@ -652,8 +653,11 @@ set( PLAT_SDL_SOURCES posix/sdl/i_timer.cpp posix/sdl/sdlvideo.cpp posix/sdl/st_start.cpp ) +set( PLAT_UNIX_SOURCES + posix/unix/i_specialpaths.cpp ) set( PLAT_OSX_SOURCES posix/osx/iwadpicker_cocoa.mm + posix/osx/i_specialpaths.mm posix/osx/zdoom.icns ) set( PLAT_COCOA_SOURCES posix/cocoa/critsec.cpp @@ -670,7 +674,7 @@ set( PLAT_COCOA_SOURCES if( WIN32 ) set( SYSTEM_SOURCES_DIR win32 ) set( SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ) - set( OTHER_SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_OSX_SOURCES} ${PLAT_COCOA_SOURCES} ) + set( OTHER_SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_OSX_SOURCES} ${PLAT_COCOA_SOURCES} ${PLAT_UNIX_SOURCES} ) if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE ) # CMake is not set up to compile and link rc files with GCC. :( @@ -685,12 +689,12 @@ elseif( APPLE ) if( OSX_COCOA_BACKEND ) set( SYSTEM_SOURCES_DIR posix posix/cocoa ) set( SYSTEM_SOURCES ${PLAT_COCOA_SOURCES} ) - set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_SDL_SOURCES} ) + set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_UNIX_SOURCES} ) else() set( SYSTEM_SOURCES_DIR posix posix/sdl ) set( SYSTEM_SOURCES ${PLAT_SDL_SOURCES} ) set( PLAT_OSX_SOURCES ${PLAT_OSX_SOURCES} posix/sdl/i_system.mm ) - set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_COCOA_SOURCES} ) + set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_COCOA_SOURCES} ${PLAT_UNIX_SOURCES} ) endif() set( SYSTEM_SOURCES ${SYSTEM_SOURCES} ${PLAT_POSIX_SOURCES} ${PLAT_OSX_SOURCES} "${FMOD_LIBRARY}" ) @@ -700,7 +704,7 @@ elseif( APPLE ) set_source_files_properties( posix/osx/iwadpicker_cocoa.mm PROPERTIES COMPILE_FLAGS -fobjc-exceptions ) else() set( SYSTEM_SOURCES_DIR posix posix/sdl ) - set( SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} ) + set( SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_UNIX_SOURCES} ) set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_OSX_SOURCES} ${PLAT_COCOA_SOURCES} ) endif() @@ -1246,7 +1250,6 @@ add_executable( zdoom WIN32 MACOSX_BUNDLE ${FASTMATH_SOURCES} ${PCH_SOURCES} x86.cpp - m_specialpaths.cpp strnatcmp.c zstring.cpp math/asin.c @@ -1410,6 +1413,7 @@ source_group("Resource Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/r source_group("POSIX Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/.+") source_group("Cocoa Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/cocoa/.+") source_group("OS X Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/osx/.+") +source_group("Unix Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/unix/.+") source_group("SDL Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/sdl/.+") source_group("SFMT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sfmt/.+") source_group("Shared Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_shared/.+") diff --git a/src/posix/osx/i_specialpaths.mm b/src/posix/osx/i_specialpaths.mm new file mode 100644 index 000000000..843fb82d6 --- /dev/null +++ b/src/posix/osx/i_specialpaths.mm @@ -0,0 +1,187 @@ +/* +** 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. +**--------------------------------------------------------------------------- +** +*/ + +#include + +#include "cmdlib.h" +#include "m_misc.h" +#include "version.h" // for GAMENAME + +//=========================================================================== +// +// M_GetCachePath macOS +// +// Returns the path for cache GL nodes. +// +//=========================================================================== + +FString M_GetCachePath(bool create) +{ + FString path; + + char pathstr[PATH_MAX]; + FSRef folder; + + if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) && + noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX)) + { + path = pathstr; + } + else + { + path = progdir; + } + path += "/zdoom/cache"; + return path; +} + +//=========================================================================== +// +// M_GetAutoexecPath macOS +// +// Returns the expected location of autoexec.cfg. +// +//=========================================================================== + +FString M_GetAutoexecPath() +{ + FString path; + + char cpath[PATH_MAX]; + FSRef folder; + + if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && + noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) + { + path << cpath << "/" GAME_DIR "/autoexec.cfg"; + } + return path; +} + +//=========================================================================== +// +// M_GetCajunPath macOS +// +// Returns the location of the Cajun Bot definitions. +// +//=========================================================================== + +FString M_GetCajunPath(const char *botfilename) +{ + FString path; + + // Just copies the Windows code. Should this be more Mac-specific? + path << progdir << "zcajun/" << botfilename; + if (!FileExists(path)) + { + path = ""; + } + 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-.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) +{ + char cpath[PATH_MAX]; + FSRef folder; + + if (noErr == FSFindFolder(kUserDomain, kPreferencesFolderType, kCreateFolder, &folder) && + noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) + { + FString path; + path << cpath << "/" GAMENAMELOWERCASE ".ini"; + return path; + } + // Ungh. + return GAMENAMELOWERCASE ".ini"; +} + +//=========================================================================== +// +// M_GetScreenshotsPath macOS +// +// Returns the path to the default screenshots directory. +// +//=========================================================================== + +FString M_GetScreenshotsPath() +{ + FString path; + char cpath[PATH_MAX]; + FSRef folder; + + if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && + noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) + { + path << cpath << "/" GAME_DIR "/Screenshots/"; + } + else + { + path = "~/"; + } + return path; +} + +//=========================================================================== +// +// M_GetSavegamesPath macOS +// +// Returns the path to the default save games directory. +// +//=========================================================================== + +FString M_GetSavegamesPath() +{ + FString path; + char cpath[PATH_MAX]; + FSRef folder; + + if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && + noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) + { + path << cpath << "/" GAME_DIR "/Savegames/"; + } + return path; +} + diff --git a/src/posix/unix/i_specialpaths.cpp b/src/posix/unix/i_specialpaths.cpp new file mode 100644 index 000000000..6a17e1318 --- /dev/null +++ b/src/posix/unix/i_specialpaths.cpp @@ -0,0 +1,199 @@ +/* +** 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 "version.h" // for GAMENAME + + +FString GetUserFile (const char *file) +{ + FString path; + struct stat info; + + path = NicePath("~/" GAME_DIR "/"); + + if (stat (path, &info) == -1) + { + struct stat extrainfo; + + // Sanity check for ~/.config + FString configPath = NicePath("~/.config/"); + if (stat (configPath, &extrainfo) == -1) + { + if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1) + { + I_FatalError ("Failed to create ~/.config directory:\n%s", strerror(errno)); + } + } + else if (!S_ISDIR(extrainfo.st_mode)) + { + I_FatalError ("~/.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("~/." 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_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("~/.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_GetCajunPath Unix +// +// Returns the location of the Cajun Bot definitions. +// +//=========================================================================== + +FString M_GetCajunPath(const char *botfilename) +{ + FString path; + + // Check first in ~/.config/zdoom/botfilename. + path = GetUserFile(botfilename); + if (!FileExists(path)) + { + // Then check in SHARE_DIR/botfilename. + path = SHARE_DIR; + path << botfilename; + if (!FileExists(path)) + { + path = ""; + } + } + return path; +} + +//=========================================================================== +// +// 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("~/" GAME_DIR "/screenshots/"); +} + +//=========================================================================== +// +// M_GetSavegamesPath Unix +// +// Returns the path to the default save games directory. +// +//=========================================================================== + +FString M_GetSavegamesPath() +{ + return NicePath("~/" GAME_DIR); +} diff --git a/src/m_specialpaths.cpp b/src/win32/i_specialpaths.cpp similarity index 50% rename from src/m_specialpaths.cpp rename to src/win32/i_specialpaths.cpp index abfb5db8f..ed8dc2ee6 100644 --- a/src/m_specialpaths.cpp +++ b/src/win32/i_specialpaths.cpp @@ -1,27 +1,46 @@ -#ifdef __APPLE__ -#include -#endif +/* +** 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. +**--------------------------------------------------------------------------- +** +*/ -#ifdef _WIN32 #include #include #include #define USE_WINDOWS_DWORD -#endif #include "cmdlib.h" #include "m_misc.h" - -#if !defined(__APPLE__) && !defined(_WIN32) -#include -#include -#include "i_system.h" -#endif - #include "version.h" // for GAMENAME - -#if defined(_WIN32) - #include "i_system.h" typedef HRESULT (WINAPI *GKFP)(REFKNOWNFOLDERID, DWORD, HANDLE, PWSTR *); @@ -323,314 +342,3 @@ FString M_GetSavegamesPath() } return path; } - -#elif defined(__APPLE__) - -//=========================================================================== -// -// M_GetCachePath Mac OS X -// -// Returns the path for cache GL nodes. -// -//=========================================================================== - -FString M_GetCachePath(bool create) -{ - FString path; - - char pathstr[PATH_MAX]; - FSRef folder; - - if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) && - noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX)) - { - path = pathstr; - } - else - { - path = progdir; - } - path += "/zdoom/cache"; - return path; -} - -//=========================================================================== -// -// M_GetAutoexecPath Mac OS X -// -// Returns the expected location of autoexec.cfg. -// -//=========================================================================== - -FString M_GetAutoexecPath() -{ - FString path; - - char cpath[PATH_MAX]; - FSRef folder; - - if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && - noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) - { - path << cpath << "/" GAME_DIR "/autoexec.cfg"; - } - return path; -} - -//=========================================================================== -// -// M_GetCajunPath Mac OS X -// -// Returns the location of the Cajun Bot definitions. -// -//=========================================================================== - -FString M_GetCajunPath(const char *botfilename) -{ - FString path; - - // Just copies the Windows code. Should this be more Mac-specific? - path << progdir << "zcajun/" << botfilename; - if (!FileExists(path)) - { - path = ""; - } - return path; -} - -//=========================================================================== -// -// M_GetConfigPath Mac OS X -// -// 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) -{ - char cpath[PATH_MAX]; - FSRef folder; - - if (noErr == FSFindFolder(kUserDomain, kPreferencesFolderType, kCreateFolder, &folder) && - noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) - { - FString path; - path << cpath << "/" GAMENAMELOWERCASE ".ini"; - return path; - } - // Ungh. - return GAMENAMELOWERCASE ".ini"; -} - -//=========================================================================== -// -// M_GetScreenshotsPath Mac OS X -// -// Returns the path to the default screenshots directory. -// -//=========================================================================== - -FString M_GetScreenshotsPath() -{ - FString path; - char cpath[PATH_MAX]; - FSRef folder; - - if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && - noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) - { - path << cpath << "/" GAME_DIR "/Screenshots/"; - } - else - { - path = "~/"; - } - return path; -} - -//=========================================================================== -// -// M_GetSavegamesPath Mac OS X -// -// Returns the path to the default save games directory. -// -//=========================================================================== - -FString M_GetSavegamesPath() -{ - FString path; - char cpath[PATH_MAX]; - FSRef folder; - - if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && - noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) - { - path << cpath << "/" GAME_DIR "/Savegames/"; - } - return path; -} - -#else // Linux, et al. - - -FString GetUserFile (const char *file) -{ - FString path; - struct stat info; - - path = NicePath("~/" GAME_DIR "/"); - - if (stat (path, &info) == -1) - { - struct stat extrainfo; - - // Sanity check for ~/.config - FString configPath = NicePath("~/.config/"); - if (stat (configPath, &extrainfo) == -1) - { - if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1) - { - I_FatalError ("Failed to create ~/.config directory:\n%s", strerror(errno)); - } - } - else if (!S_ISDIR(extrainfo.st_mode)) - { - I_FatalError ("~/.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("~/." 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_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("~/.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_GetCajunPath Unix -// -// Returns the location of the Cajun Bot definitions. -// -//=========================================================================== - -FString M_GetCajunPath(const char *botfilename) -{ - FString path; - - // Check first in ~/.config/zdoom/botfilename. - path = GetUserFile(botfilename); - if (!FileExists(path)) - { - // Then check in SHARE_DIR/botfilename. - path = SHARE_DIR; - path << botfilename; - if (!FileExists(path)) - { - path = ""; - } - } - return path; -} - -//=========================================================================== -// -// 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("~/" GAME_DIR "/screenshots/"); -} - -//=========================================================================== -// -// M_GetSavegamesPath Unix -// -// Returns the path to the default save games directory. -// -//=========================================================================== - -FString M_GetSavegamesPath() -{ - return NicePath("~/" GAME_DIR); -} - -#endif