mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 06:53:40 +00:00
Consolidate special path functions into m_specialpaths.cpp
- Also remove CDROM_DIR while I'm at it.
This commit is contained in:
parent
e4e26e7aa7
commit
da02a44126
11 changed files with 541 additions and 299 deletions
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@ -701,6 +701,7 @@ add_executable( zdoom WIN32
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m_misc.cpp
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m_png.cpp
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m_random.cpp
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m_specialpaths.cpp
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memarena.cpp
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md5.cpp
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name.cpp
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@ -505,31 +505,13 @@ bool FCajunMaster::LoadBots ()
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bool gotteam = false;
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bglobal.ForgetBots ();
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#ifndef __unix__
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tmp = progdir;
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tmp += "zcajun/" BOTFILENAME;
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if (!FileExists (tmp))
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tmp = M_GetCajunPath(BOTFILENAME);
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if (tmp.IsEmpty())
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{
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DPrintf ("No " BOTFILENAME ", so no bots\n");
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return false;
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}
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#else
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tmp = GetUserFile (BOTFILENAME);
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if (!FileExists (tmp))
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{
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if (!FileExists (SHARE_DIR BOTFILENAME))
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{
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DPrintf ("No " BOTFILENAME ", so no bots\n");
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return false;
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}
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else
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sc.OpenFile (SHARE_DIR BOTFILENAME);
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}
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#endif
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else
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{
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sc.OpenFile (tmp);
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}
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sc.OpenFile(tmp);
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while (sc.GetString ())
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{
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@ -2137,17 +2137,6 @@ static void CheckCmdLine()
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Printf ("%s", GStrings("D_DEVSTR"));
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}
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#if !defined(__unix__) && !defined(__APPLE__)
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// We do not need to support -cdrom under Unix, because all the files
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// that would go to c:\\zdoomdat are already stored in .zdoom inside
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// the user's home directory.
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if (Args->CheckParm("-cdrom"))
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{
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Printf ("%s", GStrings("D_CDROM"));
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mkdir (CDROM_DIR, 0);
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}
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#endif
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// turbo option // [RH] (now a cvar)
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v = Args->CheckValue("-turbo");
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if (v != NULL)
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@ -1919,32 +1919,10 @@ FString G_BuildSaveName (const char *prefix, int slot)
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leader = Args->CheckValue ("-savedir");
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if (leader.IsEmpty())
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{
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#if !defined(__unix__) && !defined(__APPLE__)
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if (Args->CheckParm ("-cdrom"))
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{
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leader = CDROM_DIR "/";
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}
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else
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#endif
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{
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leader = save_dir;
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}
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leader = save_dir;
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if (leader.IsEmpty())
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{
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#ifdef __unix__
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leader = "~/" GAME_DIR;
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#elif defined(__APPLE__)
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char cpath[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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leader << cpath << "/" GAME_DIR "/Savegames/";
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}
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#else
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leader = progdir;
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#endif
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leader = M_GetSavegamesPath();
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}
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}
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size_t len = leader.Len();
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@ -42,8 +42,6 @@
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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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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extern HWND Window;
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#define USE_WINDOWS_DWORD
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#endif
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@ -588,106 +586,20 @@ void FGameConfigFile::ArchiveGlobalData ()
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FString FGameConfigFile::GetConfigPath (bool tryProg)
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{
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const char *pathval;
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FString path;
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pathval = Args->CheckValue ("-config");
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if (pathval != NULL)
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{
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return FString(pathval);
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}
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#ifdef _WIN32
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path = NULL;
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HRESULT hr;
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TCHAR uname[UNLEN+1];
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DWORD unamelen = countof(uname);
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// Because people complained, try for a user-specific .ini in the program directory first.
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// If that is not writeable, use the one in the home directory instead.
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hr = GetUserName (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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char *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 = progdir;
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path += "zdoom-";
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path += uname;
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path += ".ini";
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if (tryProg)
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{
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if (!FileExists (path.GetChars()))
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{
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path = "";
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}
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}
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else
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{ // check if writeable
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FILE *checker = fopen (path.GetChars(), "a");
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if (checker == NULL)
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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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fclose (checker);
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}
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}
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}
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if (path.IsEmpty())
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{
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if (Args->CheckParm ("-cdrom"))
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return CDROM_DIR "\\zdoom.ini";
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path = progdir;
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path += "zdoom.ini";
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}
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return path;
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#elif defined(__APPLE__)
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char cpath[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kUserDomain, kPreferencesFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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path = cpath;
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path += "/zdoom.ini";
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return path;
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}
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// Ungh.
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return "zdoom.ini";
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#else
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return GetUserFile ("zdoom.ini");
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#endif
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return M_GetConfigPath(tryProg);
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}
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void FGameConfigFile::CreateStandardAutoExec(const char *section, bool start)
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{
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if (!SetSection(section))
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{
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FString path;
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#ifdef __APPLE__
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char cpath[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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path << cpath << "/" GAME_DIR "/autoexec.cfg";
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}
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#elif !defined(__unix__)
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path = "$PROGDIR/autoexec.cfg";
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#else
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path = GetUserFile ("autoexec.cfg");
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#endif
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FString path = M_GetAutoexecPath();
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SetSection (section, true);
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SetValueForKey ("Path", path.GetChars());
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}
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@ -794,6 +706,6 @@ void FGameConfigFile::SetRavenDefaults (bool isHexen)
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CCMD (whereisini)
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{
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FString path = GameConfig->GetConfigPath (false);
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FString path = M_GetConfigPath(false);
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Printf ("%s\n", path.GetChars());
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}
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112
src/m_misc.cpp
112
src/m_misc.cpp
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#include <errno.h>
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#include <stdlib.h>
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#include <time.h>
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#ifdef __APPLE__
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#include <CoreServices/CoreServices.h>
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#endif
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#include "doomtype.h"
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#include "version.h"
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@ -333,65 +330,6 @@ static long ParseCommandLine (const char *args, int *argc, char **argv)
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}
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#if defined(__unix__)
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FString GetUserFile (const char *file)
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{
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FString path;
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struct stat info;
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path = NicePath("~/" GAME_DIR "/");
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if (stat (path, &info) == -1)
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{
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struct stat extrainfo;
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// Sanity check for ~/.config
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FString configPath = NicePath("~/.config/");
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if (stat (configPath, &extrainfo) == -1)
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{
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if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
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{
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I_FatalError ("Failed to create ~/.config directory:\n%s", strerror(errno));
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}
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}
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else if (!S_ISDIR(extrainfo.st_mode))
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{
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I_FatalError ("~/.config must be a directory");
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}
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// This can be removed after a release or two
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// Transfer the old zdoom directory to the new location
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bool moved = false;
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FString oldpath = NicePath("~/.zdoom/");
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if (stat (oldpath, &extrainfo) != -1)
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{
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if (rename(oldpath, path) == -1)
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{
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I_Error ("Failed to move old zdoom directory (%s) to new location (%s).",
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oldpath.GetChars(), path.GetChars());
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}
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else
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moved = true;
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}
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if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
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{
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I_FatalError ("Failed to create %s directory:\n%s",
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path.GetChars(), strerror (errno));
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}
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}
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else
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{
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if (!S_ISDIR(info.st_mode))
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{
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I_FatalError ("%s must be a directory", path.GetChars());
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}
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}
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path += file;
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return path;
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}
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#endif
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//
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// M_SaveDefaults
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//
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@ -698,48 +636,22 @@ void M_ScreenShot (const char *filename)
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// find a file name to save it to
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if (filename == NULL || filename[0] == '\0')
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{
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#if !defined(__unix__) && !defined(__APPLE__)
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if (Args->CheckParm ("-cdrom"))
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size_t dirlen;
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autoname = Args->CheckValue("-shotdir");
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if (autoname.IsEmpty())
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{
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autoname = CDROM_DIR "\\";
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autoname = screenshot_dir;
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}
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else
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#endif
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dirlen = autoname.Len();
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if (dirlen == 0)
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{
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size_t dirlen;
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autoname = Args->CheckValue("-shotdir");
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if (autoname.IsEmpty())
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autoname = M_GetScreenshotsPath();
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}
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else if (dirlen > 0)
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{
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if (autoname[dirlen-1] != '/' && autoname[dirlen-1] != '\\')
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{
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autoname = screenshot_dir;
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}
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dirlen = autoname.Len();
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if (dirlen == 0)
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{
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#ifdef __unix__
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autoname = "~/" GAME_DIR "/screenshots/";
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#elif defined(__APPLE__)
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char cpath[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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autoname << cpath << "/" GAME_DIR "/Screenshots/";
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}
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else
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{
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autoname = "~";
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}
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#else
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autoname = progdir;
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#endif
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}
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else if (dirlen > 0)
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{
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if (autoname[dirlen-1] != '/' && autoname[dirlen-1] != '\\')
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{
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autoname += '/';
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}
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autoname += '/';
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}
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}
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autoname = NicePath(autoname);
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15
src/m_misc.h
15
src/m_misc.h
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@ -24,6 +24,7 @@
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#define __M_MISC__
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#include "basictypes.h"
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#include "zstring.h"
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class FConfigFile;
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class FGameConfigFile;
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@ -44,9 +45,19 @@ bool M_SaveDefaults (const char *filename);
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void M_SaveCustomKeys (FConfigFile *config, char *section, char *subsection, size_t sublen);
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// Prepends ~/.zdoom to path
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FString GetUserFile (const char *path);
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FString M_ZLibError(int zerrnum);
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// Get special directory paths (defined in m_specialpaths.cpp)
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#ifdef __unix__
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FString GetUserFile (const char *path); // Prepends ~/.zdoom to path
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#endif
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FString M_GetCachePath();
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FString M_GetAutoexecPath();
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FString M_GetCajunPath(const char *filename);
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FString M_GetConfigPath(bool for_reading);
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FString M_GetScreenshotsPath();
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FString M_GetSavegamesPath();
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#endif
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500
src/m_specialpaths.cpp
Normal file
500
src/m_specialpaths.cpp
Normal file
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@ -0,0 +1,500 @@
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#ifdef __APPLE__
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#include <CoreServices/CoreServices.h>
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#endif
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#ifdef _WIN32
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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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#define USE_WINDOWS_DWORD
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#endif
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#include "cmdlib.h"
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#include "m_misc.h"
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#if defined(_WIN32)
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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()
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{
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FString path;
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char pathstr[MAX_PATH];
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if (0 != SHGetFolderPathA(NULL, CSIDL_LOCAL_APPDATA, NULL, 0, pathstr))
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{ // Failed (e.g. On Win9x): use program directory
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path = progdir;
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}
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else
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{
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path = pathstr;
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}
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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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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_GetCajunPath Windows
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//
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// Returns the location of the Cajun Bot definitions.
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//
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//===========================================================================
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FString M_GetCajunPath(const char *botfilename)
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{
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FString path;
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path << progdir << "zcajun/" << botfilename;
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if (!FileExists(path))
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{
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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_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 $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;
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HRESULT hr;
|
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|
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TCHAR uname[UNLEN+1];
|
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DWORD unamelen = countof(uname);
|
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|
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// Because people complained, try for a user-specific .ini in the program directory first.
|
||||
// If that is not writeable, use the one in the home directory instead.
|
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hr = GetUserName(uname, &unamelen);
|
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if (SUCCEEDED(hr) && uname[0] != 0)
|
||||
{
|
||||
// Is it valid for a user name to have slashes?
|
||||
// Check for them and substitute just in case.
|
||||
char *probe = uname;
|
||||
while (*probe != 0)
|
||||
{
|
||||
if (*probe == '\\' || *probe == '/')
|
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*probe = '_';
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||||
++probe;
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}
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|
||||
path = progdir;
|
||||
path += "zdoom-";
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path += uname;
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path += ".ini";
|
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if (for_reading)
|
||||
{
|
||||
if (!FileExists(path.GetChars()))
|
||||
{
|
||||
path = "";
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||||
}
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||||
}
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else
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{ // check if writeable
|
||||
FILE *checker = fopen (path.GetChars(), "a");
|
||||
if (checker == NULL)
|
||||
{
|
||||
path = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
fclose (checker);
|
||||
}
|
||||
}
|
||||
}
|
||||
return path;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// M_GetScreenshotsPath Windows
|
||||
//
|
||||
// Returns the path to the default screenshots directory.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FString M_GetScreenshotsPath()
|
||||
{
|
||||
FString path;
|
||||
path = progdir;
|
||||
return path;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// M_GetSavegamesPath Windows
|
||||
//
|
||||
// Returns the path to the default save games directory.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FString M_GetSavegamesPath()
|
||||
{
|
||||
FString path;
|
||||
path = progdir;
|
||||
return path;
|
||||
}
|
||||
|
||||
#elif defined(__APPLE__)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// M_GetCachePath Mac OS X
|
||||
//
|
||||
// Returns the path for cache GL nodes.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FString M_GetCachePath()
|
||||
{
|
||||
FString path;
|
||||
|
||||
char pathstr[PATH_MAX];
|
||||
FSRef folder;
|
||||
|
||||
if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &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-<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)
|
||||
{
|
||||
char cpath[PATH_MAX];
|
||||
FSRef folder;
|
||||
|
||||
if (noErr == FSFindFolder(kUserDomain, kPreferencesFolderType, kCreateFolder, &folder) &&
|
||||
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
|
||||
{
|
||||
FString path;
|
||||
path << cpath << "/zdoom.ini";
|
||||
return path;
|
||||
}
|
||||
// Ungh.
|
||||
return "zdoom.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("~/.zdoom/");
|
||||
if (stat #if defined(__unix__)
|
||||
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("~/.zdoom/");
|
||||
if (stat (oldpath, &extrainfo) != -1)
|
||||
{
|
||||
if (rename(oldpath, path) == -1)
|
||||
{
|
||||
I_Error ("Failed to move old zdoom 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()
|
||||
{
|
||||
// Don't use GAME_DIR and such so that ZDoom and its child ports can
|
||||
// share the node cache.
|
||||
return NicePath("~/.config/zdoom/cache");
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// 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(tmp))
|
||||
{
|
||||
// Then check in SHARE_DIR/botfilename. (Some allowance for Macs
|
||||
// should probably be made here.)
|
||||
path = SHARE_DIR 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-<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)
|
||||
{
|
||||
return GetUserFile("zdoom.ini");
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// M_GetScreenshotsPath Unix
|
||||
//
|
||||
// Returns the path to the default screenshots directory.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FString M_GetScreenshotsPath()
|
||||
{
|
||||
return "~/" GAME_DIR "/screenshots/";
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// M_GetSavegamesPath Unix
|
||||
//
|
||||
// Returns the path to the default save games directory.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FString M_GetSavegamesPath()
|
||||
{
|
||||
return = "~/" GAME_DIR;
|
||||
}
|
||||
|
||||
#endif
|
|
@ -43,17 +43,6 @@
|
|||
|
||||
#define rmdir _rmdir
|
||||
|
||||
// TODO, maybe: stop using DWORD so I don't need to worry about conflicting
|
||||
// with Windows' typedef. Then I could just include the header file instead
|
||||
// of declaring everything here.
|
||||
#define MAX_PATH 260
|
||||
#define CSIDL_LOCAL_APPDATA 0x001c
|
||||
extern "C" __declspec(dllimport) long __stdcall SHGetFolderPathA(void *hwnd, int csidl, void *hToken, unsigned long dwFlags, char *pszPath);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef __APPLE__
|
||||
#include <CoreServices/CoreServices.h>
|
||||
#endif
|
||||
|
||||
#include "templates.h"
|
||||
|
@ -75,6 +64,7 @@ extern "C" __declspec(dllimport) long __stdcall SHGetFolderPathA(void *hwnd, int
|
|||
#include "x86.h"
|
||||
#include "version.h"
|
||||
#include "md5.h"
|
||||
#include "m_misc.h"
|
||||
|
||||
void P_GetPolySpots (MapData * lump, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
|
||||
|
||||
|
@ -1048,45 +1038,10 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
|
|||
|
||||
typedef TArray<BYTE> MemFile;
|
||||
|
||||
static FString GetCachePath()
|
||||
{
|
||||
FString path;
|
||||
|
||||
#ifdef _WIN32
|
||||
char pathstr[MAX_PATH];
|
||||
if (0 != SHGetFolderPathA(NULL, CSIDL_LOCAL_APPDATA, NULL, 0, pathstr))
|
||||
{ // Failed (e.g. On Win9x): use program directory
|
||||
path = progdir;
|
||||
}
|
||||
else
|
||||
{
|
||||
path = pathstr;
|
||||
}
|
||||
path += "/zdoom/cache";
|
||||
#elif defined(__APPLE__)
|
||||
char pathstr[PATH_MAX];
|
||||
FSRef folder;
|
||||
|
||||
if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) &&
|
||||
noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
|
||||
{
|
||||
path = pathstr;
|
||||
}
|
||||
else
|
||||
{
|
||||
path = progdir;
|
||||
}
|
||||
path += "/zdoom/cache";
|
||||
#else
|
||||
// Don't use GAME_DIR and such so that ZDoom and its child ports can share the node cache.
|
||||
path = NicePath("~/.config/zdoom/cache");
|
||||
#endif
|
||||
return path;
|
||||
}
|
||||
|
||||
static FString CreateCacheName(MapData *map, bool create)
|
||||
{
|
||||
FString path = GetCachePath();
|
||||
FString path = M_GetCachePath();
|
||||
FString lumpname = Wads.GetLumpFullPath(map->lumpnum);
|
||||
int separator = lumpname.IndexOf(':');
|
||||
path << '/' << lumpname.Left(separator);
|
||||
|
@ -1299,7 +1254,7 @@ errorout:
|
|||
CCMD(clearnodecache)
|
||||
{
|
||||
TArray<FFileList> list;
|
||||
FString path = GetCachePath();
|
||||
FString path = M_GetCachePath();
|
||||
path += "/";
|
||||
|
||||
try
|
||||
|
|
|
@ -95,8 +95,6 @@ const char *GetVersionString();
|
|||
#define GAME_DIR ".config/zdoom"
|
||||
#elif defined(__APPLE__)
|
||||
#define GAME_DIR GAMENAME
|
||||
#else
|
||||
#define CDROM_DIR "C:\\ZDOOMDAT"
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -710,6 +710,10 @@
|
|||
RelativePath=".\src\m_random.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\m_specialpaths.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\md5.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue