mirror of
https://github.com/ZDoom/Raze.git
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219 lines
6.2 KiB
C++
219 lines
6.2 KiB
C++
/*
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** i_specialpaths.cpp
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** Gets special system folders where data should be stored. (Unix 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 <sys/stat.h>
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#include <sys/types.h>
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#include "i_system.h"
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#include "cmdlib.h"
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#include "printf.h"
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#include "version.h" // for GAMENAME
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FString GetUserFile (const char *file)
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{
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FString path;
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struct stat info;
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path = NicePath("$HOME/" GAME_DIR "/");
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if (stat (path, &info) == -1)
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{
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struct stat extrainfo;
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// Sanity check for $HOME/.config
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FString configPath = NicePath("$HOME/.config/");
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if (stat (configPath, &extrainfo) == -1)
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{
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if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
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{
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I_FatalError ("Failed to create $HOME/.config directory:\n%s", strerror(errno));
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}
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}
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else if (!S_ISDIR(extrainfo.st_mode))
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{
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I_FatalError ("$HOME/.config must be a directory");
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}
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// This can be removed after a release or two
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// Transfer the old zdoom directory to the new location
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bool moved = false;
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FString oldpath = NicePath("$HOME/." GAMENAMELOWERCASE "/");
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if (stat (oldpath, &extrainfo) != -1)
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{
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if (rename(oldpath, path) == -1)
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{
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I_Error ("Failed to move old " GAMENAMELOWERCASE " directory (%s) to new location (%s).",
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oldpath.GetChars(), path.GetChars());
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}
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else
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moved = true;
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}
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if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
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{
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I_FatalError ("Failed to create %s directory:\n%s",
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path.GetChars(), strerror (errno));
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}
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}
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else
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{
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if (!S_ISDIR(info.st_mode))
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{
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I_FatalError ("%s must be a directory", path.GetChars());
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}
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}
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path += file;
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return path;
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}
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//===========================================================================
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//
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// M_GetAppDataPath Unix
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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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// 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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FString path = NicePath("$HOME/.config/" GAMENAMELOWERCASE);
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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 Unix
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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 GetUserFile("autoexec.cfg");
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}
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//===========================================================================
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//
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// M_GetConfigPath Unix
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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 $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
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//
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//===========================================================================
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FString M_GetConfigPath(bool for_reading)
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{
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return GetUserFile(GAMENAMELOWERCASE ".ini");
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}
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//===========================================================================
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//
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// M_GetScreenshotsPath Unix
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//
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// Returns the path to the default screenshots directory.
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//
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//===========================================================================
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FString M_GetScreenshotsPath()
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{
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return NicePath("$HOME/" GAME_DIR "/screenshots/");
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}
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//===========================================================================
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//
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// M_GetSavegamesPath Unix
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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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return NicePath("$HOME/" GAME_DIR);
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}
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//===========================================================================
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//
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// M_GetDocumentsPath Unix
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDocumentsPath()
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{
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return NicePath("$HOME/" GAME_DIR);
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}
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//===========================================================================
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//
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// M_GetDemoPath Unix
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//
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// Returns the path to the default demo directory.
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//
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//===========================================================================
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FString M_GetDemoPath()
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{
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return M_GetDocumentsPath() + "/demo/";
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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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char *actualpath;
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actualpath = realpath(path, NULL);
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if (!actualpath) // error ?
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return nullptr;
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FString fullpath = actualpath;
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return fullpath;
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}
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