mirror of
https://github.com/ZDoom/raze-gles.git
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222 lines
6 KiB
Text
222 lines
6 KiB
Text
/*
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** i_specialpaths.mm
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** Gets special system folders where data should be stored. (macOS 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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#import <Foundation/NSFileManager.h>
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#include "cmdlib.h"
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#include "version.h" // for GAMENAME
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FString M_GetMacAppSupportPath(const bool create);
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static FString GetSpecialPath(const NSSearchPathDirectory kind, const BOOL create = YES, const NSSearchPathDomainMask domain = NSUserDomainMask)
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{
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NSURL* url = [[NSFileManager defaultManager] URLForDirectory:kind
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inDomain:domain
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appropriateForURL:nil
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create:create
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error:nil];
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char utf8path[PATH_MAX];
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if ([url getFileSystemRepresentation:utf8path
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maxLength:sizeof utf8path])
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{
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return utf8path;
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}
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return FString();
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}
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FString M_GetMacAppSupportPath(const bool create)
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{
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return GetSpecialPath(NSApplicationSupportDirectory, create);
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}
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void M_GetMacSearchDirectories(FString& user_docs, FString& user_app_support, FString& local_app_support)
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{
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FString path = GetSpecialPath(NSDocumentDirectory);
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user_docs = path.IsEmpty()
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? "~/" GAME_DIR
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: (path + "/" GAME_DIR);
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#define LIBRARY_APPSUPPORT "/Library/Application Support/"
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path = M_GetMacAppSupportPath();
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user_app_support = path.IsEmpty()
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? "~" LIBRARY_APPSUPPORT GAME_DIR
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: (path + "/" GAME_DIR);
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path = GetSpecialPath(NSApplicationSupportDirectory, YES, NSLocalDomainMask);
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local_app_support = path.IsEmpty()
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? LIBRARY_APPSUPPORT GAME_DIR
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: (path + "/" GAME_DIR);
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#undef LIBRARY_APPSUPPORT
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}
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//===========================================================================
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//
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// M_GetAppDataPath macOS
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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 = M_GetMacAppSupportPath(create);
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if (path.IsEmpty())
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{
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path = progdir;
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}
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path += "/" GAMENAMELOWERCASE;
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if (create) 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_GetAutoexecPath macOS
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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 = GetSpecialPath(NSDocumentDirectory);
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if (path.IsNotEmpty())
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{
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path += "/" 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_GetConfigPath macOS
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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 = GetSpecialPath(NSLibraryDirectory);
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if (path.IsNotEmpty())
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{
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// There seems to be no way to get Preferences path via NSFileManager
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path += "/Preferences/";
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CreatePath(path);
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if (!DirExists(path))
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{
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path = FString();
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}
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}
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return path + GAMENAMELOWERCASE ".ini";
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}
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//===========================================================================
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//
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// M_GetScreenshotsPath macOS
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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 = GetSpecialPath(NSDocumentDirectory);
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if (path.IsEmpty())
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{
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path = "~/";
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}
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else
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{
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path += "/" GAME_DIR "/Screenshots/";
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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 macOS
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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 = GetSpecialPath(NSDocumentDirectory);
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if (path.IsNotEmpty())
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{
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path += "/" GAME_DIR "/Savegames/";
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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 macOS
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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 = GetSpecialPath(NSDocumentDirectory);
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if (path.IsNotEmpty())
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{
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path += "/" GAME_DIR "/";
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}
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return path;
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}
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