/* ** i_specialpaths.mm ** Gets special system folders where data should be stored. (macOS 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. **--------------------------------------------------------------------------- ** */ #import #include "cmdlib.h" #include "version.h" // for GAMENAME #include "i_specialpaths.h" FString M_GetMacAppSupportPath(const bool create); static FString GetSpecialPath(const NSSearchPathDirectory kind, const BOOL create = YES, const NSSearchPathDomainMask domain = NSUserDomainMask) { NSURL* url = [[NSFileManager defaultManager] URLForDirectory:kind inDomain:domain appropriateForURL:nil create:create error:nil]; char utf8path[PATH_MAX]; if ([url getFileSystemRepresentation:utf8path maxLength:sizeof utf8path]) { return utf8path; } return FString(); } FString M_GetMacAppSupportPath(const bool create) { return GetSpecialPath(NSApplicationSupportDirectory, create); } void M_GetMacSearchDirectories(FString& user_docs, FString& user_app_support, FString& local_app_support) { FString path = GetSpecialPath(NSDocumentDirectory); user_docs = path.IsEmpty() ? "~/" GAME_DIR : (path + "/" GAME_DIR); #define LIBRARY_APPSUPPORT "/Library/Application Support/" path = M_GetMacAppSupportPath(); user_app_support = path.IsEmpty() ? "~" LIBRARY_APPSUPPORT GAME_DIR : (path + "/" GAME_DIR); path = GetSpecialPath(NSApplicationSupportDirectory, YES, NSLocalDomainMask); local_app_support = path.IsEmpty() ? LIBRARY_APPSUPPORT GAME_DIR : (path + "/" GAME_DIR); #undef LIBRARY_APPSUPPORT } //=========================================================================== // // M_GetAppDataPath macOS // // Returns the path for the AppData folder. // //=========================================================================== FString M_GetAppDataPath(bool create) { FString path = M_GetMacAppSupportPath(create); if (path.IsEmpty()) { path = progdir; } path += "/" GAMENAMELOWERCASE; if (create) CreatePath(path); return path; } //=========================================================================== // // M_GetCachePath macOS // // Returns the path for cache GL nodes. // //=========================================================================== FString M_GetCachePath(bool create) { FString path = M_GetMacAppSupportPath(create); if (path.IsEmpty()) { path = progdir; } path += "/zdoom/cache"; if (create) CreatePath(path); return path; } //=========================================================================== // // M_GetAutoexecPath macOS // // Returns the expected location of autoexec.cfg. // //=========================================================================== FString M_GetAutoexecPath() { FString path = GetSpecialPath(NSDocumentDirectory); if (path.IsNotEmpty()) { path += "/" GAME_DIR "/autoexec.cfg"; } return path; } //=========================================================================== // // M_GetConfigPath macOS // // Returns the path to the config file. On Windows, this can vary for reading // vs writing. i.e. If $PROGDIR/zdoom-.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) { FString path = GetSpecialPath(NSLibraryDirectory); if (path.IsNotEmpty()) { // There seems to be no way to get Preferences path via NSFileManager path += "/Preferences/"; CreatePath(path); if (!DirExists(path)) { path = FString(); } } return path + GAMENAMELOWERCASE ".ini"; } //=========================================================================== // // M_GetScreenshotsPath macOS // // Returns the path to the default screenshots directory. // //=========================================================================== FString M_GetScreenshotsPath() { FString path = GetSpecialPath(NSDocumentDirectory); if (path.IsEmpty()) { path = "~/"; } else { path += "/" GAME_DIR "/Screenshots/"; } CreatePath(path); return path; } //=========================================================================== // // M_GetSavegamesPath macOS // // Returns the path to the default save games directory. // //=========================================================================== FString M_GetSavegamesPath() { FString path = GetSpecialPath(NSDocumentDirectory); if (path.IsNotEmpty()) { path += "/" GAME_DIR "/Savegames/"; } return path; } //=========================================================================== // // M_GetDocumentsPath macOS // // Returns the path to the default documents directory. // //=========================================================================== FString M_GetDocumentsPath() { FString path = GetSpecialPath(NSDocumentDirectory); if (path.IsNotEmpty()) { path += "/" GAME_DIR "/"; } CreatePath(path); return path; } //=========================================================================== // // M_GetDemoPath macOS // // Returns the path to the default demo directory. // //=========================================================================== FString M_GetDemoPath() { FString path = GetSpecialPath(NSDocumentDirectory); if (path.IsNotEmpty()) { path += "/" GAME_DIR "/Demos/"; } return path; } //=========================================================================== // // M_NormalizedPath // // Normalizes the given path and returns the result. // //=========================================================================== FString M_GetNormalizedPath(const char* path) { NSString *str = [NSString stringWithUTF8String:path]; NSString *out; if ([str completePathIntoString:&out caseSensitive:NO matchesIntoArray:nil filterTypes:nil]) { return out.UTF8String; } return path; }