mirror of
https://github.com/ZDoom/raze-gles.git
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408 lines
11 KiB
C++
408 lines
11 KiB
C++
/*
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** i_specialpaths.cpp
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** Gets special system folders where data should be stored. (Windows version)
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**
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**---------------------------------------------------------------------------
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** Copyright 2013-2016 Randy Heit
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** Copyright 2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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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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#include <Shlwapi.h>
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#include "i_specialpaths.h"
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#include "printf.h"
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#include "cmdlib.h"
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#include "findfile.h"
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#include "version.h" // for GAMENAME
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// Vanilla MinGW does not have folder ids
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#if defined(__MINGW32__) && !defined(__MINGW64_VERSION_MAJOR)
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static const GUID FOLDERID_LocalAppData = { 0xf1b32785, 0x6fba, 0x4fcf, 0x9d, 0x55, 0x7b, 0x8e, 0x7f, 0x15, 0x70, 0x91 };
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static const GUID FOLDERID_RoamingAppData = { 0x3eb685db, 0x65f9, 0x4cf6, 0xa0, 0x3a, 0xe3, 0xef, 0x65, 0x72, 0x9f, 0x3d };
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static const GUID FOLDERID_SavedGames = { 0x4c5c32ff, 0xbb9d, 0x43b0, 0xb5, 0xb4, 0x2d, 0x72, 0xe5, 0x4e, 0xaa, 0xa4 };
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static const GUID FOLDERID_Documents = { 0xfdd39ad0, 0x238f, 0x46af, 0xad, 0xb4, 0x6c, 0x85, 0x48, 0x03, 0x69, 0xc7 };
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static const GUID FOLDERID_Pictures = { 0x33e28130, 0x4e1e, 0x4676, 0x83, 0x5a, 0x98, 0x39, 0x5c, 0x3b, 0xc3, 0xbb };
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#endif
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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 int iswritable = -1;
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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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std::wstring testpath = progdir.WideString() + L"writest";
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file = CreateFile(testpath.c_str(), 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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if (!batchrun) 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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if (!batchrun) 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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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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path = wpath;
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CoTaskMemFree(wpath);
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return true;
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}
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//===========================================================================
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//
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// M_GetAppDataPath Windows
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//
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// Returns the path for the AppData folder.
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//
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//===========================================================================
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FString M_GetAppDataPath(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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path += "/" GAMENAMELOWERCASE;
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path.Substitute("//", "/"); // needed because progdir ends with a slash.
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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_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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path.Substitute("//", "/"); // needed because progdir ends with a slash.
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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 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_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 the user specific ini does not exist, it will try
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// to read from a neutral version, but never write to it.
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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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path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return path;
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}
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path = "";
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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 += "/" GAMENAMELOWERCASE ".ini";
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}
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else
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{ // construct "$PROGDIR/-$USER.ini"
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WCHAR uname[UNLEN+1];
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DWORD unamelen = UNLEN;
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path = progdir;
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hr = GetUserNameW(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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auto 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 << GAMENAMELOWERCASE "-" << FString(uname) << ".ini";
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}
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else
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{ // Couldn't get user name, so just use base version.
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path += GAMENAMELOWERCASE ".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 base version.
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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 << GAMENAMELOWERCASE ".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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path << progdir << "/Screenshots/";
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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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path << progdir << "/Screenshots/";
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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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path << progdir << "Save/";
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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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}
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else
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{
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path << progdir << "Save/";
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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_GetDocumentsPath Windows
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDocumentsPath()
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{
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FString path;
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// A portable INI means that this storage location should also be portable.
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path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return progdir;
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}
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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 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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//===========================================================================
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//
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// M_GetDemoPath Windows
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//
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// Returns the path to the default demp directory.
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//
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//===========================================================================
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FString M_GetDemoPath()
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{
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FString path;
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// A portable INI means that this storage location should also be portable.
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FStringf inipath("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(inipath) || !UseKnownFolders())
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{
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path << progdir << "Demos/";
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}
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else
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// Try defacto My Documents/My Games folder
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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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}
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else
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{
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path << progdir << "Demos/";
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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_NormalizedPath
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//
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// Normalizes the given path and returns the result.
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//
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//===========================================================================
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FString M_GetNormalizedPath(const char* path)
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{
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std::wstring wpath = WideString(path);
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wchar_t buffer[MAX_PATH];
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GetFullPathNameW(wpath.c_str(), MAX_PATH, buffer, nullptr);
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FString result(buffer);
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FixPathSeperator(result);
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return result;
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}
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