mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-14 06:01:09 +00:00
96e4cb90b7
Root permissions are required to be able to create directories inside /Library/Application Support So user's ~/Library/Application Support is used to store cached nodes
630 lines
15 KiB
C++
630 lines
15 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(__APPLE__) && !defined(_WIN32)
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#include <sys/stat.h>
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#include <sys/types.h>
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#include "i_system.h"
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#endif
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#include "version.h" // for GAMENAME
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#if defined(_WIN32)
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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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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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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 GKFP SHGetKnownFolderPath = NULL;
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static bool tested = false;
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if (!tested)
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{
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tested = true;
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HMODULE shell32 = GetModuleHandle("shell32.dll");
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if (shell32 != NULL)
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{
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SHGetKnownFolderPath = (GKFP)GetProcAddress(shell32, "SHGetKnownFolderPath");
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}
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}
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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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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(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(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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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 $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
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//
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//===========================================================================
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FString M_GetConfigPath(bool for_reading)
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{
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FString path;
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HRESULT hr;
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// Construct a user-specific config name
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if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path))
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{
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path += "/" GAME_DIR;
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CreatePath(path);
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path += "/zdoom.ini";
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}
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else
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{ // construct "$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 << "zdoom-" << 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 += "zdoom.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 << "zdoom.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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#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(bool create)
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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(kUserDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &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 (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(bool create)
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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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FString path = NicePath("~/.config/zdoom/cache");
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if (create)
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{
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CreatePath(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_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(path))
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{
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// Then check in SHARE_DIR/botfilename.
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path = SHARE_DIR;
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path << 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
|
|
// 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 NicePath("~/" GAME_DIR "/screenshots/");
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// M_GetSavegamesPath Unix
|
|
//
|
|
// Returns the path to the default save games directory.
|
|
//
|
|
//===========================================================================
|
|
|
|
FString M_GetSavegamesPath()
|
|
{
|
|
return NicePath("~/" GAME_DIR);
|
|
}
|
|
|
|
#endif
|