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vcmi/lib/VCMIDirs.cpp

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#include "StdInc.h"
#include "VCMIDirs.h"
/*
* VCMIDirs.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
static VCMIDirs VCMIDirsGlobal;
VCMIDirs::VCMIDirs()
{
// initialize local directory and create folders to which VCMI needs write access
boost::filesystem::create_directory(userDataPath());
boost::filesystem::create_directory(userCachePath());
boost::filesystem::create_directory(userConfigPath());
boost::filesystem::create_directory(userSavePath());
}
VCMIDirs & VCMIDirs::get()
{
return VCMIDirsGlobal;
}
//FIXME: find way to at least decrease size of this ifdef (along with cleanup in CMake)
#if defined(_WIN32)
std::string VCMIDirs::userCachePath() const
{
return userDataPath();
}
std::string VCMIDirs::userConfigPath() const
{
return userDataPath() + "/config";
}
std::string VCMIDirs::userSavePath() const
{
return userDataPath() + "/Games";
}
std::string VCMIDirs::userDataPath() const
{
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const std::string homeDir = std::getenv("userprofile");
return homeDir + "\\vcmi";
//return dataPaths()[0];
}
std::string VCMIDirs::libraryPath() const
{
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return ".";
}
std::string VCMIDirs::clientPath() const
{
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return libraryPath() + "\\" + "VCMI_client.exe";
}
std::string VCMIDirs::serverPath() const
{
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return libraryPath() + "\\" + "VCMI_server.exe";
}
std::vector<std::string> VCMIDirs::dataPaths() const
{
return std::vector<std::string>(1, ".");
}
std::string VCMIDirs::libraryName(std::string basename) const
{
return basename + ".dll";
}
#elif defined(__APPLE__)
std::string VCMIDirs::userCachePath() const
{
return userDataPath();
}
std::string VCMIDirs::userConfigPath() const
{
return userDataPath() + "/config";
}
std::string VCMIDirs::userSavePath() const
{
return userDataPath() + "/Games";
}
std::string VCMIDirs::userDataPath() const
{
// This is Cocoa code that should be normally used to get path to Application Support folder but can't use it here for now...
// NSArray* urls = [[NSFileManager defaultManager] URLsForDirectory:NSApplicationSupportDirectory inDomains:NSUserDomainMask];
// UserPath = path([urls[0] path] + "/vcmi").string();
// ...so here goes a bit of hardcode instead
std::string home_dir = ".";
if (getenv("HOME") != nullptr )
home_dir = getenv("HOME");
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return boost::filesystem::path(home_dir + "/Library/Application Support/vcmi").string();
}
std::string VCMIDirs::libraryPath() const
{
return ".";
}
std::string VCMIDirs::clientPath() const
{
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return "./vcmiclient";
}
std::string VCMIDirs::serverPath() const
{
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return "./vcmiserver";
}
std::vector<std::string> VCMIDirs::dataPaths() const
{
return std::vector<std::string>(1, "../Data");
}
std::string VCMIDirs::libraryName(std::string basename) const
{
return "lib" + basename + ".dylib";
}
#else
std::string VCMIDirs::libraryName(std::string basename) const
{
return "lib" + basename + ".so";
}
std::string VCMIDirs::libraryPath() const
{
return M_LIB_DIR;
}
std::string VCMIDirs::clientPath() const
{
return std::string(M_BIN_DIR) + "/" + "vcmiclient";
}
std::string VCMIDirs::serverPath() const
{
return std::string(M_BIN_DIR) + "/" + "vcmiserver";
}
// $XDG_DATA_HOME, default: $HOME/.local/share
std::string VCMIDirs::userDataPath() const
{
#ifdef __ANDROID__
// on Android HOME will be set to something like /sdcard/data/Android/is.xyz.vcmi/files/
return std::string(getenv("HOME"));
#else
if (getenv("XDG_DATA_HOME") != nullptr )
return std::string(getenv("XDG_DATA_HOME")) + "/vcmi";
if (getenv("HOME") != nullptr )
return std::string(getenv("HOME")) + "/.local/share" + "/vcmi";
return ".";
#endif
}
std::string VCMIDirs::userSavePath() const
{
return userDataPath() + "/Saves";
}
// $XDG_CACHE_HOME, default: $HOME/.cache
std::string VCMIDirs::userCachePath() const
{
#ifdef __ANDROID__
return userDataPath() + "/cache";
#else
if (getenv("XDG_CACHE_HOME") != nullptr )
return std::string(getenv("XDG_CACHE_HOME")) + "/vcmi";
if (getenv("HOME") != nullptr )
return std::string(getenv("HOME")) + "/.cache" + "/vcmi";
return ".";
#endif
}
// $XDG_CONFIG_HOME, default: $HOME/.config
std::string VCMIDirs::userConfigPath() const
{
#ifdef __ANDROID__
return userDataPath() + "/config";
#else
if (getenv("XDG_CONFIG_HOME") != nullptr )
return std::string(getenv("XDG_CONFIG_HOME")) + "/vcmi";
if (getenv("HOME") != nullptr )
return std::string(getenv("HOME")) + "/.config" + "/vcmi";
return ".";
#endif
}
// $XDG_DATA_DIRS, default: /usr/local/share/:/usr/share/
std::vector<std::string> VCMIDirs::dataPaths() const
{
// construct list in reverse.
// in specification first directory has highest priority
// in vcmi fs last directory has highest priority
std::vector<std::string> ret;
#ifdef __ANDROID__
ret.push_back(userDataPath());
#else
if (getenv("HOME") != nullptr ) // compatibility, should be removed after 0.96
ret.push_back(std::string(getenv("HOME")) + "/.vcmi");
ret.push_back(M_DATA_DIR);
if (getenv("XDG_DATA_DIRS") != nullptr)
{
std::string dataDirsEnv = getenv("XDG_DATA_DIRS");
std::vector<std::string> dataDirs;
boost::split(dataDirs, dataDirsEnv, boost::is_any_of(":"));
for (auto & entry : boost::adaptors::reverse(dataDirs))
ret.push_back(entry + "/vcmi");
}
else
{
ret.push_back("/usr/share/");
ret.push_back("/usr/local/share/");
}
#endif
return ret;
}
#endif
std::string VCMIDirs::genHelpString() const
{
return
" game data: " + boost::algorithm::join(dataPaths(), ":") + "\n" +
" libraries: " + libraryPath() + "\n" +
" server: " + serverPath() + "\n" +
"\n" +
" user data: " + userDataPath() + "\n" +
" user cache: " + userCachePath() + "\n" +
" user config: " + userConfigPath() + "\n" +
" user saves: " + userSavePath() + "\n";
}