raze-gles/source/platform/posix/unix/i_specialpaths.cpp
2020-02-11 21:00:01 +01:00

219 lines
6.2 KiB
C++

/*
** 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 "cmdlib.h"
#include "printf.h"
#include "version.h" // for GAMENAME
FString GetUserFile (const char *file)
{
FString path;
struct stat info;
path = NicePath("$HOME/" GAME_DIR "/");
if (stat (path, &info) == -1)
{
struct stat extrainfo;
// Sanity check for $HOME/.config
FString configPath = NicePath("$HOME/.config/");
if (stat (configPath, &extrainfo) == -1)
{
if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create $HOME/.config directory:\n%s", strerror(errno));
}
}
else if (!S_ISDIR(extrainfo.st_mode))
{
I_FatalError ("$HOME/.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("$HOME/." GAMENAMELOWERCASE "/");
if (stat (oldpath, &extrainfo) != -1)
{
if (rename(oldpath, path) == -1)
{
I_Error ("Failed to move old " GAMENAMELOWERCASE " directory (%s) to new location (%s).",
oldpath.GetChars(), path.GetChars());
}
else
moved = true;
}
if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create %s directory:\n%s",
path.GetChars(), strerror (errno));
}
}
else
{
if (!S_ISDIR(info.st_mode))
{
I_FatalError ("%s must be a directory", path.GetChars());
}
}
path += file;
return path;
}
//===========================================================================
//
// M_GetAppDataPath Unix
//
// Returns the path for the AppData folder.
//
//===========================================================================
FString M_GetAppDataPath(bool create)
{
// Don't use GAME_DIR and such so that ZDoom and its child ports can
// share the node cache.
FString path = NicePath("$HOME/.config/" GAMENAMELOWERCASE);
if (create)
{
CreatePath(path);
}
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Unix
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
return GetUserFile("autoexec.cfg");
}
//===========================================================================
//
// 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 $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
//
//===========================================================================
FString M_GetConfigPath(bool for_reading)
{
return GetUserFile(GAMENAMELOWERCASE ".ini");
}
//===========================================================================
//
// M_GetScreenshotsPath Unix
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
return NicePath("$HOME/" GAME_DIR "/screenshots/");
}
//===========================================================================
//
// M_GetSavegamesPath Unix
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
return NicePath("$HOME/" GAME_DIR "/");
}
//===========================================================================
//
// M_GetDocumentsPath Unix
//
// Returns the path to the default documents directory.
//
//===========================================================================
FString M_GetDocumentsPath()
{
return NicePath("$HOME/" GAME_DIR "/");
}
//===========================================================================
//
// M_GetDemoPath Unix
//
// Returns the path to the default demo directory.
//
//===========================================================================
FString M_GetDemoPath()
{
return M_GetDocumentsPath() + "demo/";
}
//===========================================================================
//
// M_NormalizedPath
//
// Normalizes the given path and returns the result.
//
//===========================================================================
FString M_GetNormalizedPath(const char* path)
{
char *actualpath;
actualpath = realpath(path, NULL);
if (!actualpath) // error ?
return nullptr;
FString fullpath = actualpath;
return fullpath;
}