mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 19:20:46 +00:00
219 lines
6.2 KiB
C++
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;
|
|
}
|
|
|