This commit is contained in:
Christoph Oelckers 2016-09-03 14:02:28 +02:00
commit e08015a181
5 changed files with 439 additions and 331 deletions

View file

@ -660,6 +660,7 @@ set( PLAT_WIN32_SOURCES
win32/i_main.cpp
win32/i_movie.cpp
win32/i_system.cpp
win32/i_specialpaths.cpp
win32/st_start.cpp
win32/win32gliface.cpp
win32/win32video.cpp )
@ -679,8 +680,11 @@ set( PLAT_SDL_SOURCES
posix/sdl/sdlvideo.cpp
posix/sdl/sdlglvideo.cpp
posix/sdl/st_start.cpp )
set( PLAT_UNIX_SOURCES
posix/unix/i_specialpaths.cpp )
set( PLAT_OSX_SOURCES
posix/osx/iwadpicker_cocoa.mm
posix/osx/i_specialpaths.mm
posix/osx/zdoom.icns )
set( PLAT_COCOA_SOURCES
posix/cocoa/critsec.cpp
@ -697,7 +701,7 @@ set( PLAT_COCOA_SOURCES
if( WIN32 )
set( SYSTEM_SOURCES_DIR win32 )
set( SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_OSX_SOURCES} ${PLAT_COCOA_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_OSX_SOURCES} ${PLAT_COCOA_SOURCES} ${PLAT_UNIX_SOURCES} )
if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
# CMake is not set up to compile and link rc files with GCC. :(
@ -712,12 +716,12 @@ elseif( APPLE )
if( OSX_COCOA_BACKEND )
set( SYSTEM_SOURCES_DIR posix posix/cocoa )
set( SYSTEM_SOURCES ${PLAT_COCOA_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_SDL_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_UNIX_SOURCES} )
else()
set( SYSTEM_SOURCES_DIR posix posix/sdl )
set( SYSTEM_SOURCES ${PLAT_SDL_SOURCES} )
set( PLAT_OSX_SOURCES ${PLAT_OSX_SOURCES} posix/sdl/i_system.mm )
set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_COCOA_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_COCOA_SOURCES} ${PLAT_UNIX_SOURCES} )
endif()
set( SYSTEM_SOURCES ${SYSTEM_SOURCES} ${PLAT_POSIX_SOURCES} ${PLAT_OSX_SOURCES} "${FMOD_LIBRARY}" )
@ -727,7 +731,7 @@ elseif( APPLE )
set_source_files_properties( posix/osx/iwadpicker_cocoa.mm PROPERTIES COMPILE_FLAGS -fobjc-exceptions )
else()
set( SYSTEM_SOURCES_DIR posix posix/sdl )
set( SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} )
set( SYSTEM_SOURCES ${PLAT_POSIX_SOURCES} ${PLAT_SDL_SOURCES} ${PLAT_UNIX_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_OSX_SOURCES} ${PLAT_COCOA_SOURCES} )
endif()
@ -1387,7 +1391,6 @@ add_executable( zdoom WIN32 MACOSX_BUNDLE
${FASTMATH_SOURCES}
${PCH_SOURCES}
x86.cpp
m_specialpaths.cpp
strnatcmp.c
zstring.cpp
math/asin.c
@ -1565,6 +1568,7 @@ source_group("Resource Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/r
source_group("POSIX Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/.+")
source_group("Cocoa Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/cocoa/.+")
source_group("OS X Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/osx/.+")
source_group("Unix Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/unix/.+")
source_group("SDL Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/posix/sdl/.+")
source_group("SFMT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sfmt/.+")
source_group("Shared Game" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_shared/.+")

View file

@ -4450,6 +4450,7 @@ enum EACSFunctions
*/
ACSF_CheckClass = 200,
ACSF_DamageActor, // [arookas]
// ZDaemon
ACSF_GetTeamScore = 19620, // (int team)
@ -6036,6 +6037,15 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
return !!PClass::FindActor(clsname);
}
case ACSF_DamageActor: // [arookas] wrapper around P_DamageMobj
{
// (target, ptr_select1, inflictor, ptr_select2, amount, damagetype)
AActor* target = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]);
AActor* inflictor = COPY_AAPTR(SingleActorFromTID(args[2], activator), args[3]);
FName damagetype(FBehavior::StaticLookupString(args[5]));
return P_DamageMobj(target, inflictor, inflictor, args[4], damagetype);
}
default:
break;
}

View file

@ -0,0 +1,187 @@
/*
** i_specialpaths.mm
** Gets special system folders where data should be stored. (macOS version)
**
**---------------------------------------------------------------------------
** Copyright 2013-2016 Randy Heit
** Copyright 2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <CoreServices/CoreServices.h>
#include "cmdlib.h"
#include "m_misc.h"
#include "version.h" // for GAMENAME
//===========================================================================
//
// M_GetCachePath macOS
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
FString path;
char pathstr[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
{
path = pathstr;
}
else
{
path = progdir;
}
path += "/zdoom/cache";
return path;
}
//===========================================================================
//
// M_GetAutoexecPath macOS
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/autoexec.cfg";
}
return path;
}
//===========================================================================
//
// M_GetCajunPath macOS
//
// Returns the location of the Cajun Bot definitions.
//
//===========================================================================
FString M_GetCajunPath(const char *botfilename)
{
FString path;
// Just copies the Windows code. Should this be more Mac-specific?
path << progdir << "zcajun/" << botfilename;
if (!FileExists(path))
{
path = "";
}
return path;
}
//===========================================================================
//
// M_GetConfigPath macOS
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<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 << "/" GAMENAMELOWERCASE ".ini";
return path;
}
// Ungh.
return GAMENAMELOWERCASE ".ini";
}
//===========================================================================
//
// M_GetScreenshotsPath macOS
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/Screenshots/";
}
else
{
path = "~/";
}
return path;
}
//===========================================================================
//
// M_GetSavegamesPath macOS
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/Savegames/";
}
return path;
}

View file

@ -0,0 +1,199 @@
/*
** i_specialpaths.cpp
** Gets special system folders where data should be stored. (Unix version)
**
**---------------------------------------------------------------------------
** Copyright 2013-2016 Randy Heit
** Copyright 2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <sys/stat.h>
#include <sys/types.h>
#include "i_system.h"
#include "version.h" // for GAMENAME
FString GetUserFile (const char *file)
{
FString path;
struct stat info;
path = NicePath("~/" GAME_DIR "/");
if (stat (path, &info) == -1)
{
struct stat extrainfo;
// Sanity check for ~/.config
FString configPath = NicePath("~/.config/");
if (stat (configPath, &extrainfo) == -1)
{
if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create ~/.config directory:\n%s", strerror(errno));
}
}
else if (!S_ISDIR(extrainfo.st_mode))
{
I_FatalError ("~/.config must be a directory");
}
// This can be removed after a release or two
// Transfer the old zdoom directory to the new location
bool moved = false;
FString oldpath = NicePath("~/." GAMENAMELOWERCASE "/");
if (stat (oldpath, &extrainfo) != -1)
{
if (rename(oldpath, path) == -1)
{
I_Error ("Failed to move old " GAMENAMELOWERCASE " directory (%s) to new location (%s).",
oldpath.GetChars(), path.GetChars());
}
else
moved = true;
}
if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create %s directory:\n%s",
path.GetChars(), strerror (errno));
}
}
else
{
if (!S_ISDIR(info.st_mode))
{
I_FatalError ("%s must be a directory", path.GetChars());
}
}
path += file;
return path;
}
//===========================================================================
//
// M_GetCachePath Unix
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
// Don't use GAME_DIR and such so that ZDoom and its child ports can
// share the node cache.
FString path = NicePath("~/.config/zdoom/cache");
if (create)
{
CreatePath(path);
}
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Unix
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
return GetUserFile("autoexec.cfg");
}
//===========================================================================
//
// M_GetCajunPath Unix
//
// Returns the location of the Cajun Bot definitions.
//
//===========================================================================
FString M_GetCajunPath(const char *botfilename)
{
FString path;
// Check first in ~/.config/zdoom/botfilename.
path = GetUserFile(botfilename);
if (!FileExists(path))
{
// Then check in SHARE_DIR/botfilename.
path = SHARE_DIR;
path << botfilename;
if (!FileExists(path))
{
path = "";
}
}
return path;
}
//===========================================================================
//
// M_GetConfigPath Unix
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<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(GAMENAMELOWERCASE ".ini");
}
//===========================================================================
//
// M_GetScreenshotsPath Unix
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
return NicePath("~/" GAME_DIR "/screenshots/");
}
//===========================================================================
//
// M_GetSavegamesPath Unix
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
return NicePath("~/" GAME_DIR);
}

View file

@ -1,27 +1,46 @@
#ifdef __APPLE__
#include <CoreServices/CoreServices.h>
#endif
/*
** i_specialpaths.cpp
** Gets special system folders where data should be stored. (Windows version)
**
**---------------------------------------------------------------------------
** Copyright 2013-2016 Randy Heit
** Copyright 2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifdef _WIN32
#include <windows.h>
#include <lmcons.h>
#include <shlobj.h>
#define USE_WINDOWS_DWORD
#endif
#include "cmdlib.h"
#include "m_misc.h"
#if !defined(__APPLE__) && !defined(_WIN32)
#include <sys/stat.h>
#include <sys/types.h>
#include "i_system.h"
#endif
#include "version.h" // for GAMENAME
#if defined(_WIN32)
#include "i_system.h"
typedef HRESULT (WINAPI *GKFP)(REFKNOWNFOLDERID, DWORD, HANDLE, PWSTR *);
@ -323,314 +342,3 @@ FString M_GetSavegamesPath()
}
return path;
}
#elif defined(__APPLE__)
//===========================================================================
//
// M_GetCachePath Mac OS X
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
FString path;
char pathstr[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
{
path = pathstr;
}
else
{
path = progdir;
}
path += "/zdoom/cache";
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Mac OS X
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/autoexec.cfg";
}
return path;
}
//===========================================================================
//
// M_GetCajunPath Mac OS X
//
// Returns the location of the Cajun Bot definitions.
//
//===========================================================================
FString M_GetCajunPath(const char *botfilename)
{
FString path;
// Just copies the Windows code. Should this be more Mac-specific?
path << progdir << "zcajun/" << botfilename;
if (!FileExists(path))
{
path = "";
}
return path;
}
//===========================================================================
//
// M_GetConfigPath Mac OS X
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<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 << "/" GAMENAMELOWERCASE ".ini";
return path;
}
// Ungh.
return GAMENAMELOWERCASE ".ini";
}
//===========================================================================
//
// M_GetScreenshotsPath Mac OS X
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/Screenshots/";
}
else
{
path = "~/";
}
return path;
}
//===========================================================================
//
// M_GetSavegamesPath Mac OS X
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/Savegames/";
}
return path;
}
#else // Linux, et al.
FString GetUserFile (const char *file)
{
FString path;
struct stat info;
path = NicePath("~/" GAME_DIR "/");
if (stat (path, &info) == -1)
{
struct stat extrainfo;
// Sanity check for ~/.config
FString configPath = NicePath("~/.config/");
if (stat (configPath, &extrainfo) == -1)
{
if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create ~/.config directory:\n%s", strerror(errno));
}
}
else if (!S_ISDIR(extrainfo.st_mode))
{
I_FatalError ("~/.config must be a directory");
}
// This can be removed after a release or two
// Transfer the old zdoom directory to the new location
bool moved = false;
FString oldpath = NicePath("~/." GAMENAMELOWERCASE "/");
if (stat (oldpath, &extrainfo) != -1)
{
if (rename(oldpath, path) == -1)
{
I_Error ("Failed to move old " GAMENAMELOWERCASE " directory (%s) to new location (%s).",
oldpath.GetChars(), path.GetChars());
}
else
moved = true;
}
if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create %s directory:\n%s",
path.GetChars(), strerror (errno));
}
}
else
{
if (!S_ISDIR(info.st_mode))
{
I_FatalError ("%s must be a directory", path.GetChars());
}
}
path += file;
return path;
}
//===========================================================================
//
// M_GetCachePath Unix
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
// Don't use GAME_DIR and such so that ZDoom and its child ports can
// share the node cache.
FString path = NicePath("~/.config/zdoom/cache");
if (create)
{
CreatePath(path);
}
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Unix
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
return GetUserFile("autoexec.cfg");
}
//===========================================================================
//
// M_GetCajunPath Unix
//
// Returns the location of the Cajun Bot definitions.
//
//===========================================================================
FString M_GetCajunPath(const char *botfilename)
{
FString path;
// Check first in ~/.config/zdoom/botfilename.
path = GetUserFile(botfilename);
if (!FileExists(path))
{
// Then check in SHARE_DIR/botfilename.
path = SHARE_DIR;
path << botfilename;
if (!FileExists(path))
{
path = "";
}
}
return path;
}
//===========================================================================
//
// M_GetConfigPath Unix
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<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(GAMENAMELOWERCASE ".ini");
}
//===========================================================================
//
// M_GetScreenshotsPath Unix
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
return NicePath("~/" GAME_DIR "/screenshots/");
}
//===========================================================================
//
// M_GetSavegamesPath Unix
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
return NicePath("~/" GAME_DIR);
}
#endif