mirror of
https://github.com/ZDoom/gzdoom-gles.git
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5770e5dfaf
The reason for this is that the macOS version uses a deprecated API and in order to correct this, the file needs to be compiled as Objective-C++ which requires a different extension.
344 lines
9.5 KiB
C++
344 lines
9.5 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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#define USE_WINDOWS_DWORD
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#include "cmdlib.h"
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#include "m_misc.h"
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#include "version.h" // for GAMENAME
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#include "i_system.h"
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typedef HRESULT (WINAPI *GKFP)(REFKNOWNFOLDERID, DWORD, HANDLE, PWSTR *);
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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 UseKnownFolders()
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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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static INTBOOL iswritable = -1;
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FString testpath;
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HANDLE file;
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if (iswritable >= 0)
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{
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return !iswritable;
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}
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testpath << progdir << "writest";
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file = CreateFile(testpath, GENERIC_READ | GENERIC_WRITE, 0, NULL,
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CREATE_ALWAYS,
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FILE_ATTRIBUTE_TEMPORARY | FILE_FLAG_DELETE_ON_CLOSE, 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 program directory for storage\n");
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iswritable = true;
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return false;
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}
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if (!batchrun) Printf("Using known folders for storage\n");
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iswritable = false;
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return true;
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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 if SHGetKnownFolderPath is available, otherwise
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// returns the shell_folder using SHGetFolderPath.
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//
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//===========================================================================
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bool GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create, FString &path)
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{
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static TOptWin32Proc<GKFP> SHGetKnownFolderPath("shell32.dll", "SHGetKnownFolderPath");
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char pathstr[MAX_PATH];
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// SHGetKnownFolderPath knows about more folders than SHGetFolderPath, but is
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// new to Vista, hence the reason we support both.
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if (SHGetKnownFolderPath == NULL)
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{
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static TOptWin32Proc<HRESULT(WINAPI*)(HWND, int, HANDLE, DWORD, LPTSTR)>
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SHGetFolderPathA("shell32.dll", "SHGetFolderPathA");
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// NT4 doesn't even have this function.
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if (SHGetFolderPathA == NULL)
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return false;
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if (shell_folder < 0)
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{ // Not supported by SHGetFolderPath
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return false;
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}
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if (create)
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{
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shell_folder |= CSIDL_FLAG_CREATE;
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}
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if (FAILED(SHGetFolderPathA.Call(NULL, shell_folder, NULL, 0, pathstr)))
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{
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return false;
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}
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path = pathstr;
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return true;
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}
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else
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{
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PWSTR wpath;
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if (FAILED(SHGetKnownFolderPath.Call(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath)))
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{
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return false;
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}
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// FIXME: Support Unicode, at least for filenames. This function
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// has no MBCS equivalent, so we have to convert it since we don't
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// support Unicode. :(
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bool converted = false;
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if (WideCharToMultiByte(GetACP(), WC_NO_BEST_FIT_CHARS, wpath, -1,
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pathstr, countof(pathstr), NULL, NULL) > 0)
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{
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path = pathstr;
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converted = true;
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}
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CoTaskMemFree(wpath);
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return converted;
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}
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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;
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if (!GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create, path))
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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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// 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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path.Substitute("//", "/"); // needed because progdir ends with a slash.
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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 $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
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//
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//===========================================================================
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FString M_GetConfigPath(bool for_reading)
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{
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FString path;
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HRESULT hr;
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path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return path;
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}
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path = "";
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// Construct a user-specific config name
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if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path))
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{
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path += "/" GAME_DIR;
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CreatePath(path);
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path += "/" GAMENAMELOWERCASE ".ini";
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}
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else
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{ // construct "$PROGDIR/zdoom-$USER.ini"
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TCHAR uname[UNLEN+1];
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DWORD unamelen = countof(uname);
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path = progdir;
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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 << GAMENAMELOWERCASE "-" << uname << ".ini";
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}
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else
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{ // Couldn't get user name, so just use zdoom.ini
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path += GAMENAMELOWERCASE ".ini";
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}
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}
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// If we are reading the config file, check if it exists. If not, fallback
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// to $PROGDIR/zdoom.ini
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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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// I'm not sure when FOLDERID_Screenshots was added, but it was probably
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// for Windows 8, since it's not in the v7.0 Windows SDK.
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static const GUID MyFOLDERID_Screenshots = { 0xb7bede81, 0xdf94, 0x4682, 0xa7, 0xd8, 0x57, 0xa5, 0x26, 0x20, 0xb8, 0x6f };
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FString M_GetScreenshotsPath()
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{
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FString path;
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if (!UseKnownFolders())
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{
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return progdir;
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}
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else if (GetKnownFolder(-1, MyFOLDERID_Screenshots, true, path))
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{
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path << "/" GAMENAME;
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}
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else if (GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true, path))
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{
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path << "/Screenshots/" GAMENAME;
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}
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else
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{
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return progdir;
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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 (!UseKnownFolders())
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{
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return progdir;
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}
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// Try standard Saved Games folder
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else if (GetKnownFolder(-1, FOLDERID_SavedGames, true, path))
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{
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path << "/" GAMENAME;
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}
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// Try defacto My Documents/My Games folder
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else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME;
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CreatePath(path);
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}
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else
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{
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path = progdir;
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}
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return path;
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}
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