#ifdef __APPLE__ #include #endif #ifdef _WIN32 #include #include #include #define USE_WINDOWS_DWORD #endif #include "cmdlib.h" #include "m_misc.h" #if !defined(__APPLE__) && !defined(_WIN32) #include #include #include "i_system.h" #endif #include "version.h" // for GAMENAME #if defined(_WIN32) typedef HRESULT (WINAPI *GKFP)(REFKNOWNFOLDERID, DWORD, HANDLE, PWSTR *); //=========================================================================== // // IsProgramDirectoryWritable // // If the program directory is writable, then dump everything in there for // historical reasons. Otherwise, known folders get used instead. // //=========================================================================== bool UseKnownFolders() { // Cache this value so the semantics don't change during a single run // of the program. (e.g. Somebody could add write access while the // program is running.) static INTBOOL iswritable = -1; FString testpath; HANDLE file; if (iswritable >= 0) { return !iswritable; } testpath << progdir << "writest"; file = CreateFile(testpath, GENERIC_READ | GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_TEMPORARY | FILE_FLAG_DELETE_ON_CLOSE, NULL); if (file != INVALID_HANDLE_VALUE) { CloseHandle(file); Printf("Using program directory for storage\n"); iswritable = true; return false; } Printf("Using known folders for storage\n"); iswritable = false; return true; } //=========================================================================== // // GetKnownFolder // // Returns the known_folder if SHGetKnownFolderPath is available, otherwise // returns the shell_folder using SHGetFolderPath. // //=========================================================================== bool GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create, FString &path) { static GKFP SHGetKnownFolderPath = NULL; static bool tested = false; if (!tested) { tested = true; HMODULE shell32 = GetModuleHandle("shell32.dll"); if (shell32 != NULL) { SHGetKnownFolderPath = (GKFP)GetProcAddress(shell32, "SHGetKnownFolderPath"); } } char pathstr[MAX_PATH]; // SHGetKnownFolderPath knows about more folders than SHGetFolderPath, but is // new to Vista, hence the reason we support both. if (SHGetKnownFolderPath == NULL) { if (shell_folder < 0) { // Not supported by SHGetFolderPath return false; } if (create) { shell_folder |= CSIDL_FLAG_CREATE; } if (FAILED(SHGetFolderPathA(NULL, shell_folder, NULL, 0, pathstr))) { return false; } path = pathstr; return true; } else { PWSTR wpath; if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath))) { return false; } // FIXME: Support Unicode, at least for filenames. This function // has no MBCS equivalent, so we have to convert it since we don't // support Unicode. :( bool converted = false; if (WideCharToMultiByte(GetACP(), WC_NO_BEST_FIT_CHARS, wpath, -1, pathstr, countof(pathstr), NULL, NULL) > 0) { path = pathstr; converted = true; } CoTaskMemFree(wpath); return converted; } } //=========================================================================== // // M_GetCachePath Windows // // Returns the path for cache GL nodes. // //=========================================================================== FString M_GetCachePath(bool create) { FString path; if (!GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create, path)) { // Failed (e.g. On Win9x): use program directory path = progdir; } // Don't use GAME_DIR and such so that ZDoom and its child ports can // share the node cache. path += "/zdoom/cache"; return path; } //=========================================================================== // // M_GetAutoexecPath Windows // // Returns the expected location of autoexec.cfg. // //=========================================================================== FString M_GetAutoexecPath() { return "$PROGDIR/autoexec.cfg"; } //=========================================================================== // // M_GetCajunPath Windows // // Returns the location of the Cajun Bot definitions. // //=========================================================================== FString M_GetCajunPath(const char *botfilename) { FString path; path << progdir << "zcajun/" << botfilename; if (!FileExists(path)) { path = ""; } return path; } //=========================================================================== // // M_GetConfigPath Windows // // Returns the path to the config file. On Windows, this can vary for reading // vs writing. i.e. If $PROGDIR/zdoom-.ini does not exist, it will try // to read from $PROGDIR/zdoom.ini, but it will never write to zdoom.ini. // //=========================================================================== FString M_GetConfigPath(bool for_reading) { FString path; HRESULT hr; // Construct a user-specific config name if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path)) { path += "/" GAME_DIR; CreatePath(path); path += "/" GAMENAMELOWERCASE ".ini"; } else { // construct "$PROGDIR/zdoom-$USER.ini" TCHAR uname[UNLEN+1]; DWORD unamelen = countof(uname); path = progdir; hr = GetUserName(uname, &unamelen); if (SUCCEEDED(hr) && uname[0] != 0) { // Is it valid for a user name to have slashes? // Check for them and substitute just in case. char *probe = uname; while (*probe != 0) { if (*probe == '\\' || *probe == '/') *probe = '_'; ++probe; } path << GAMENAMELOWERCASE "-" << uname << ".ini"; } else { // Couldn't get user name, so just use zdoom.ini path += GAMENAMELOWERCASE ".ini"; } } // If we are reading the config file, check if it exists. If not, fallback // to $PROGDIR/zdoom.ini if (for_reading) { if (!FileExists(path)) { path = progdir; path << GAMENAMELOWERCASE ".ini"; } } return path; } //=========================================================================== // // M_GetScreenshotsPath Windows // // Returns the path to the default screenshots directory. // //=========================================================================== // I'm not sure when FOLDERID_Screenshots was added, but it was probably // for Windows 8, since it's not in the v7.0 Windows SDK. static const GUID MyFOLDERID_Screenshots = { 0xb7bede81, 0xdf94, 0x4682, 0xa7, 0xd8, 0x57, 0xa5, 0x26, 0x20, 0xb8, 0x6f }; FString M_GetScreenshotsPath() { FString path; if (!UseKnownFolders()) { return progdir; } else if (GetKnownFolder(-1, MyFOLDERID_Screenshots, true, path)) { path << "/" GAMENAME; } else if (GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true, path)) { path << "/Screenshots/" GAMENAME; } else { return progdir; } CreatePath(path); return path; } //=========================================================================== // // M_GetSavegamesPath Windows // // Returns the path to the default save games directory. // //=========================================================================== FString M_GetSavegamesPath() { FString path; if (!UseKnownFolders()) { return progdir; } // Try standard Saved Games folder else if (GetKnownFolder(-1, FOLDERID_SavedGames, true, path)) { path << "/" GAMENAME; } // Try defacto My Documents/My Games folder else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path)) { // I assume since this isn't a standard folder, it doesn't have // a localized name either. path << "/My Games/" GAMENAME; CreatePath(path); } else { path = progdir; } 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-.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-.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