mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 08:30:50 +00:00
da02a44126
- Also remove CDROM_DIR while I'm at it.
500 lines
12 KiB
C++
500 lines
12 KiB
C++
#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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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 (for_reading)
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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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return path;
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}
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//===========================================================================
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//
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// M_GetScreenshotsPath Windows
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//
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// Returns the path to the default screenshots directory.
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//
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//===========================================================================
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FString M_GetScreenshotsPath()
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{
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FString path;
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path = progdir;
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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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path = progdir;
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return path;
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}
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#elif defined(__APPLE__)
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//===========================================================================
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//
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// M_GetCachePath Mac OS X
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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[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
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{
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path = pathstr;
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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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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 Mac OS X
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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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FString path;
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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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return path;
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}
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//===========================================================================
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//
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// M_GetCajunPath Mac OS X
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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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// Just copies the Windows code. Should this be more Mac-specific?
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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 Mac OS X
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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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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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FString path;
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path << cpath << "/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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}
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//===========================================================================
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//
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// M_GetScreenshotsPath Mac OS X
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//
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// Returns the path to the default screenshots directory.
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//
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//===========================================================================
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FString M_GetScreenshotsPath()
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{
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FString path;
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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 "/Screenshots/";
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}
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else
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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_GetSavegamesPath Mac OS X
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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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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 "/Savegames/";
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}
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return path;
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}
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#else // Linux, et al.
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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 #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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//===========================================================================
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//
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// M_GetCachePath Unix
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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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// 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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return NicePath("~/.config/zdoom/cache");
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}
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//===========================================================================
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//
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// M_GetAutoexecPath Unix
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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 GetUserFile("autoexec.cfg");
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}
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//===========================================================================
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//
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// M_GetCajunPath Unix
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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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// Check first in ~/.config/zdoom./botfilename.
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path = GetUserFile(BOTFILENAME);
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if (!FileExists(tmp))
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{
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// Then check in SHARE_DIR/botfilename. (Some allowance for Macs
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// should probably be made here.)
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path = SHARE_DIR 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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}
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return path;
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}
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//===========================================================================
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//
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// M_GetConfigPath Unix
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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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return GetUserFile("zdoom.ini");
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}
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//===========================================================================
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//
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// M_GetScreenshotsPath Unix
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//
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// Returns the path to the default screenshots directory.
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//
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//===========================================================================
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FString M_GetScreenshotsPath()
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{
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return "~/" GAME_DIR "/screenshots/";
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}
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//===========================================================================
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//
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// M_GetSavegamesPath Unix
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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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return = "~/" GAME_DIR;
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}
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#endif
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