raze/source/common/platform/win32/i_specialpaths.cpp
Christoph Oelckers 8c99d7b034 - Backend update from GZDoom
* scriptable CVARs.
* GLES update
* various ZScript improvements.
2023-02-11 12:06:58 +01:00

454 lines
13 KiB
C++

/*
** i_specialpaths.cpp
** Gets special system folders where data should be stored. (Windows 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 <windows.h>
#include <lmcons.h>
#include <shlobj.h>
#include <Shlwapi.h>
#include <VersionHelpers.h>
#include "i_specialpaths.h"
#include "printf.h"
#include "cmdlib.h"
#include "findfile.h"
#include "version.h" // for GAMENAME
#include "gstrings.h"
#include "i_mainwindow.h"
#include "engineerrors.h"
static int isportable = -1;
//===========================================================================
//
// IsProgramDirectoryWritable
//
// If the program directory is writable, then dump everything in there for
// historical reasons. Otherwise, known folders get used instead.
//
//===========================================================================
bool IsPortable()
{
// Cache this value so the semantics don't change during a single run
// of the program. (e.g. Somebody could add write access while the
// program is running.)
HANDLE file;
if (isportable >= 0)
{
return !!isportable;
}
// Consider 'Program Files' read only without actually checking.
bool found = false;
for (auto p : { L"ProgramFiles", L"ProgramFiles(x86)" })
{
wchar_t buffer1[256];
if (GetEnvironmentVariable(p, buffer1, 256))
{
FString envpath(buffer1);
FixPathSeperator(envpath);
if (progdir.MakeLower().IndexOf(envpath.MakeLower()) == 0)
{
isportable = false;
return false;
}
}
}
// A portable INI means that this storage location should also be portable if the file can be written to.
FStringf path("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
if (FileExists(path))
{
file = CreateFile(path.WideString().c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL,
OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if (file != INVALID_HANDLE_VALUE)
{
CloseHandle(file);
if (!batchrun) Printf("Using portable configuration\n");
isportable = true;
return true;
}
}
isportable = false;
return false;
}
//===========================================================================
//
// GetKnownFolder
//
// Returns the known_folder from SHGetKnownFolderPath
//
//===========================================================================
FString GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create)
{
PWSTR wpath;
if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath)))
{
// This should never be triggered unless the OS was compromised
I_FatalError("Unable to retrieve known folder.");
}
FString path = FString(wpath);
FixPathSeperator(path);
CoTaskMemFree(wpath);
return path;
}
//===========================================================================
//
// M_GetAppDataPath Windows
//
// Returns the path for the AppData folder.
//
//===========================================================================
FString M_GetAppDataPath(bool create)
{
FString path = GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create);
path += "/" GAMENAMELOWERCASE;
if (create)
{
CreatePath(path);
}
return path;
}
//===========================================================================
//
// M_GetCachePath Windows
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
FString path = GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create);
// Don't use GAME_DIR and such so that ZDoom and its child ports can
// share the node cache.
path += "/zdoom/cache";
if (create)
{
CreatePath(path);
}
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Windows
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
return "$PROGDIR/autoexec.cfg";
}
//===========================================================================
//
// M_GetOldConfigPath
//
// Check if we have a config in a place that's no longer used.
//
//===========================================================================
FString M_GetOldConfigPath(int& type)
{
FString path;
HRESULT hr;
// construct "$PROGDIR/-$USER.ini"
WCHAR uname[UNLEN + 1];
DWORD unamelen = UNLEN;
path = progdir;
hr = GetUserNameW(uname, &unamelen);
if (SUCCEEDED(hr) && uname[0] != 0)
{
// Is it valid for a user name to have slashes?
// Check for them and substitute just in case.
auto probe = uname;
while (*probe != 0)
{
if (*probe == '\\' || *probe == '/')
*probe = '_';
++probe;
}
path << GAMENAMELOWERCASE "-" << FString(uname) << ".ini";
type = 0;
if (FileExists(path))
return path;
}
// Check in app data where this was previously stored.
// We actually prefer to store the config in a more visible place so this is no longer used.
path = GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true);
path += "/" GAME_DIR "/" GAMENAMELOWERCASE ".ini";
type = 1;
if (FileExists(path))
return path;
return "";
}
//===========================================================================
//
// M_MigrateOldConfig
//
// Ask the user what to do with their old config.
//
//===========================================================================
int M_MigrateOldConfig()
{
int selection = IDCANCEL;
auto globalstr = L"Move to Users/ folder";
auto portablestr = L"Convert to portable installation";
auto cancelstr = L"Cancel";
auto titlestr = L"Migrate existing configuration";
auto infostr = L"" GAMENAME " found a user specific config in the game folder";
const TASKDIALOG_BUTTON buttons[] = { {IDYES, globalstr}, {IDNO, portablestr}, {IDCANCEL, cancelstr} };
TASKDIALOGCONFIG taskDialogConfig = {};
taskDialogConfig.cbSize = sizeof(TASKDIALOGCONFIG);
taskDialogConfig.pszMainIcon = TD_WARNING_ICON;
taskDialogConfig.pButtons = buttons;
taskDialogConfig.cButtons = countof(buttons);
taskDialogConfig.pszWindowTitle = titlestr;
taskDialogConfig.pszContent = infostr;
taskDialogConfig.hwndParent = mainwindow.GetHandle();
taskDialogConfig.dwFlags = TDF_USE_COMMAND_LINKS;
TaskDialogIndirect(&taskDialogConfig, &selection, NULL, NULL);
if (selection == IDYES || selection == IDNO) return selection;
throw CExitEvent(3);
}
//===========================================================================
//
// M_GetConfigPath Windows
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If the user specific ini does not exist, it will try
// to read from a neutral version, but never write to it.
//
//===========================================================================
FString M_GetConfigPath(bool for_reading)
{
if (IsPortable())
{
return FStringf("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
}
// Construct a user-specific config name
FString path = GetKnownFolder(CSIDL_APPDATA, FOLDERID_Documents, true);
path += "/My Games/" GAME_DIR;
CreatePath(path);
path += "/" GAMENAMELOWERCASE ".ini";
if (!for_reading || FileExists(path))
return path;
// No config was found in the accepted locations.
// Look in previously valid places to see if we have something we can migrate
int type = 0;
FString oldpath = M_GetOldConfigPath(type);
if (!oldpath.IsEmpty())
{
if (type == 0)
{
// If we find a local per-user config, ask the user what to do with it.
int action = M_MigrateOldConfig();
if (action == IDNO)
{
path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
isportable = true;
}
}
bool res = MoveFileExW(WideString(oldpath).c_str(), WideString(path).c_str(), MOVEFILE_COPY_ALLOWED);
if (res) return path;
else return oldpath; // if we cannot move, just use the config where it was. It won't be written back, though and never be used again if a new one gets saved.
}
// Fall back to the global template if nothing was found.
// If we are reading the config file, check if it exists. If not, fallback to base version.
if (for_reading)
{
if (!FileExists(path))
{
path = progdir;
path << GAMENAMELOWERCASE ".ini";
}
}
return path;
}
//===========================================================================
//
// M_GetScreenshotsPath Windows
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
FString path;
if (IsPortable())
{
path << progdir << "Screenshots/";
}
else if (IsWindows8OrGreater())
{
path = GetKnownFolder(-1, FOLDERID_Screenshots, true);
path << "/" GAMENAME "/";
}
else
{
path = GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true);
path << "/Screenshots/" GAMENAME "/";
}
CreatePath(path);
return path;
}
//===========================================================================
//
// M_GetSavegamesPath Windows
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
FString path;
if (IsPortable())
{
path << progdir << "Save/";
}
// Try standard Saved Games folder
else
{
path = GetKnownFolder(-1, FOLDERID_SavedGames, true);
path << "/" GAMENAME "/";
}
return path;
}
//===========================================================================
//
// M_GetDocumentsPath Windows
//
// Returns the path to the default documents directory.
//
//===========================================================================
FString M_GetDocumentsPath()
{
FString path;
if (IsPortable())
{
return progdir;
}
// Try defacto My Documents/My Games folder
else
{
// I assume since this isn't a standard folder, it doesn't have a localized name either.
path = GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true);
path << "/My Games/" GAMENAME "/";
CreatePath(path);
}
return path;
}
//===========================================================================
//
// M_GetDemoPath Windows
//
// Returns the path to the default demp directory.
//
//===========================================================================
FString M_GetDemoPath()
{
FString path;
// A portable INI means that this storage location should also be portable.
if (IsPortable())
{
path << progdir << "Demos/";
}
else
// Try defacto My Documents/My Games folder
{
// I assume since this isn't a standard folder, it doesn't have a localized name either.
path = GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true);
path << "/My Games/" GAMENAME "/";
}
return path;
}
//===========================================================================
//
// M_NormalizedPath
//
// Normalizes the given path and returns the result.
//
//===========================================================================
FString M_GetNormalizedPath(const char* path)
{
std::wstring wpath = WideString(path);
wchar_t buffer[MAX_PATH];
GetFullPathNameW(wpath.c_str(), MAX_PATH, buffer, nullptr);
FString result(buffer);
FixPathSeperator(result);
return result;
}