mirror of
https://github.com/ZDoom/raze-gles.git
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448 lines
No EOL
13 KiB
C++
448 lines
No EOL
13 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 "i_findfile.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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//#include "version.h" // for GAMENAME
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// Stuff that needs to be set up later.
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extern FString progdir;
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static bool batchrun;
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#define GAMENAMELOWERCASE "demolition"
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#define GAMENAME "Demolition"
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#define GAME_DIR "demolition"
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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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// Don't use GAME_DIR and such so that demolition and its child ports can
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// share the node cache.
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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_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 $PROGDIR/demolition-<user>.ini does not exist, it will try
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// to read from $PROGDIR/demolition.ini, but it will never write to demolition.ini.
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//
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//===========================================================================
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FString M_GetConfigPath(bool for_reading)
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{
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FString path;
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HRESULT hr;
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path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return path;
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}
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path = "";
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// Construct a user-specific config name
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if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path))
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{
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path += "/" GAME_DIR;
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CreatePath(path);
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path += "/" GAMENAMELOWERCASE ".ini";
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}
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else
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{ // construct "$PROGDIR/demolition-$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 demolition.ini
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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 $PROGDIR/demolition.ini
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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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CVAR(String, cl_savedir, "", CVAR_ARCHIVE)
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FString M_GetSavegamesPath()
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{
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FString path;
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auto dir = Args->CheckValue("-savedir");
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if (dir)
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{
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path = dir;
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path.Substitute("\\", "/");
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if (path[path.Len() - 1] != '/') path << '/';
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}
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else if (**cl_savedir)
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{
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path = cl_savedir;
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path.Substitute("\\", "/");
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if (path[path.Len() - 1] != '/') path << '/';
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path << LumpFilter << '/';
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}
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else if (!UseKnownFolders())
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{
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path << progdir << "Save/" << LumpFilter << "/";
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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 "/" << LumpFilter << "/";
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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 "/" << LumpFilter << "/";
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}
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else
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{
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path << progdir << "Save/" << LumpFilter << "/";
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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_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_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_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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path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(path) || !UseKnownFolders())
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{
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path << progdir << "Demos/" << LumpFilter << '/';
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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 "/" << LumpFilter << '/';
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}
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else
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{
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path << progdir << "Demos/" << LumpFilter << '/';
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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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// I_FindFirst
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//
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// Start a pattern matching sequence.
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//
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//==========================================================================
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void *I_FindFirst(const char *filespec, findstate_t *fileinfo)
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{
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static_assert(sizeof(WIN32_FIND_DATAW) == sizeof(fileinfo->FindData), "Findata size mismatch");
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auto widespec = WideString(filespec);
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fileinfo->UTF8Name = "";
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return FindFirstFileW(widespec.c_str(), (LPWIN32_FIND_DATAW)&fileinfo->FindData);
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}
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//==========================================================================
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//
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// I_FindNext
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//
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// Return the next file in a pattern matching sequence.
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//
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//==========================================================================
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int I_FindNext(void *handle, findstate_t *fileinfo)
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{
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fileinfo->UTF8Name = "";
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return !FindNextFileW((HANDLE)handle, (LPWIN32_FIND_DATAW)&fileinfo->FindData);
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}
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//==========================================================================
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//
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// I_FindClose
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//
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// Finish a pattern matching sequence.
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//
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//==========================================================================
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int I_FindClose(void *handle)
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{
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return FindClose((HANDLE)handle);
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}
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//==========================================================================
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//
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// I_FindName
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//
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// Returns the name for an entry
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//
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//==========================================================================
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const char *I_FindName(findstate_t *fileinfo)
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{
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if (fileinfo->UTF8Name.IsEmpty()) fileinfo->UTF8Name = fileinfo->FindData.Name;
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return fileinfo->UTF8Name.GetChars();
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}
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