/* ** 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. **--------------------------------------------------------------------------- ** */ #include #include #include #include #include "i_specialpaths.h" #include "printf.h" #include "cmdlib.h" #include "findfile.h" #include "version.h" // for GAMENAME // Vanilla MinGW does not have folder ids #if defined(__MINGW32__) && !defined(__MINGW64_VERSION_MAJOR) static const GUID FOLDERID_LocalAppData = { 0xf1b32785, 0x6fba, 0x4fcf, 0x9d, 0x55, 0x7b, 0x8e, 0x7f, 0x15, 0x70, 0x91 }; static const GUID FOLDERID_RoamingAppData = { 0x3eb685db, 0x65f9, 0x4cf6, 0xa0, 0x3a, 0xe3, 0xef, 0x65, 0x72, 0x9f, 0x3d }; static const GUID FOLDERID_SavedGames = { 0x4c5c32ff, 0xbb9d, 0x43b0, 0xb5, 0xb4, 0x2d, 0x72, 0xe5, 0x4e, 0xaa, 0xa4 }; static const GUID FOLDERID_Documents = { 0xfdd39ad0, 0x238f, 0x46af, 0xad, 0xb4, 0x6c, 0x85, 0x48, 0x03, 0x69, 0xc7 }; static const GUID FOLDERID_Pictures = { 0x33e28130, 0x4e1e, 0x4676, 0x83, 0x5a, 0x98, 0x39, 0x5c, 0x3b, 0xc3, 0xbb }; #endif //=========================================================================== // // 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 int iswritable = -1; HANDLE file; if (iswritable >= 0) { return !iswritable; } std::wstring testpath = progdir.WideString() + L"writest"; file = CreateFile(testpath.c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_TEMPORARY | FILE_FLAG_DELETE_ON_CLOSE, NULL); if (file != INVALID_HANDLE_VALUE) { CloseHandle(file); if (!batchrun) Printf("Using program directory for storage\n"); iswritable = true; return false; } if (!batchrun) 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) { PWSTR wpath; if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath))) { return false; } path = wpath; CoTaskMemFree(wpath); return true; } //=========================================================================== // // M_GetAppDataPath Windows // // Returns the path for the AppData folder. // //=========================================================================== FString M_GetAppDataPath(bool create) { FString path; if (!GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create, path)) { // Failed (e.g. On Win9x): use program directory path = progdir; } path += "/" GAMENAMELOWERCASE; path.Substitute("//", "/"); // needed because progdir ends with a slash. if (create) { CreatePath(path); } return path; } //=========================================================================== // // 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"; path.Substitute("//", "/"); // needed because progdir ends with a slash. if (create) { CreatePath(path); } return path; } //=========================================================================== // // M_GetAutoexecPath Windows // // Returns the expected location of autoexec.cfg. // //=========================================================================== FString M_GetAutoexecPath() { return "$PROGDIR/autoexec.cfg"; } //=========================================================================== // // M_GetConfigPath Windows // // Returns the path to the config file. On Windows, this can vary for reading // vs writing. i.e. If the user specific ini does not exist, it will try // to read from a neutral version, but never write to it. // //=========================================================================== FString M_GetConfigPath(bool for_reading) { FString path; HRESULT hr; path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars()); if (FileExists(path)) { return path; } path = ""; // Construct a user-specific config name if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path)) { path += "/" GAME_DIR; CreatePath(path); path += "/" GAMENAMELOWERCASE ".ini"; } else { // construct "$PROGDIR/-$USER.ini" WCHAR uname[UNLEN+1]; DWORD unamelen = UNLEN; path = progdir; hr = GetUserNameW(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. auto probe = uname; while (*probe != 0) { if (*probe == '\\' || *probe == '/') *probe = '_'; ++probe; } path << GAMENAMELOWERCASE "-" << FString(uname) << ".ini"; } else { // Couldn't get user name, so just use base version. path += GAMENAMELOWERCASE ".ini"; } } // If we are reading the config file, check if it exists. If not, fallback // to base version. 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()) { path << progdir << "/Screenshots/"; } else if (GetKnownFolder(-1, MyFOLDERID_Screenshots, true, path)) { path << "/" GAMENAME "/"; } else if (GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true, path)) { path << "/Screenshots/" GAMENAME "/"; } else { path << progdir << "/Screenshots/"; } CreatePath(path); return path; } //=========================================================================== // // M_GetSavegamesPath Windows // // Returns the path to the default save games directory. // //=========================================================================== FString M_GetSavegamesPath() { FString path; if (!UseKnownFolders()) { path << progdir << "Save/"; } // 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 "/"; } else { path << progdir << "Save/"; } return path; } //=========================================================================== // // M_GetDocumentsPath Windows // // Returns the path to the default documents directory. // //=========================================================================== FString M_GetDocumentsPath() { FString path; // A portable INI means that this storage location should also be portable. path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars()); if (FileExists(path)) { return progdir; } if (!UseKnownFolders()) { return progdir; } // 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; } //=========================================================================== // // M_GetDemoPath Windows // // Returns the path to the default demp directory. // //=========================================================================== FString M_GetDemoPath() { FString path; // A portable INI means that this storage location should also be portable. FStringf inipath("%s" GAMENAME "_portable.ini", progdir.GetChars()); if (FileExists(inipath) || !UseKnownFolders()) { path << progdir << "Demos/"; } else // Try defacto My Documents/My Games folder 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 "/"; } else { path << progdir << "Demos/"; } return path; } //=========================================================================== // // M_NormalizedPath // // Normalizes the given path and returns the result. // //=========================================================================== FString M_GetNormalizedPath(const char* path) { std::wstring wpath = WideString(path); wchar_t buffer[MAX_PATH]; GetFullPathNameW(wpath.c_str(), MAX_PATH, buffer, nullptr); FString result(buffer); FixPathSeperator(result); return result; }