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https://github.com/vcmi/vcmi.git
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parent
ebc8c9d077
commit
8eb1721050
777
lib/VCMIDirs.cpp
777
lib/VCMIDirs.cpp
@ -11,467 +11,388 @@
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#include "StdInc.h"
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#include "VCMIDirs.h"
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namespace bfs = boost::filesystem;
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namespace bfs = boost::filesystem; // Should be in each cpp file
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#ifdef _WIN32
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// File: VCMIDirs_win32.h
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//#include "IVCMIDirs.h"
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class VCMIDirs_win32 : public IVCMIDirs
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{
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public:
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boost::filesystem::path userDataPath() const override;
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boost::filesystem::path userCachePath() const override;
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boost::filesystem::path userConfigPath() const override;
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boost::filesystem::path userSavePath() const override;
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std::vector<boost::filesystem::path> dataPaths() const override;
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boost::filesystem::path clientPath() const override;
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boost::filesystem::path serverPath() const override;
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boost::filesystem::path libraryPath() const override;
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boost::filesystem::path binaryPath() const override;
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std::string libraryName(const std::string& basename) const override;
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std::string genHelpString() const override;
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};
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// End of file: VCMIDirs_win32.h
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// File: VCMIDirs_win32.cpp
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//#include "StdInc.h"
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//#include "VCMIDirs_win32"
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// WinAPI
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#include <Windows.h> // WideCharToMultiByte
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#include <Shlobj.h> // SHGetSpecialFolderPathW
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namespace VCMIDirs
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{
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namespace detail
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const IVCMIDirs* get()
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{
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bfs::path g_user_data_path;
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bfs::path g_user_cache_path;
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bfs::path g_user_config_path;
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bfs::path g_user_save_path;
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bfs::path g_library_path;
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bfs::path g_client_path;
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bfs::path g_server_path;
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std::vector<bfs::path> g_data_paths;
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std::string g_help_string;
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extern bfs::path GetDataPath();
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extern bfs::path GetCachePath();
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extern bfs::path GetConfigPath();
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extern bfs::path GetUserSavePath();
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extern bfs::path GetLibraryPath();
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extern bfs::path GetClientPath();
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extern bfs::path GetServerPath();
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extern std::vector<bfs::path> GetDataPaths();
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extern std::string GetHelpString();
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static VCMIDirs_win32 singleton;
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return &singleton;
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}
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void InitAllPathes(void)
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}
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bfs::path VCMIDirs_win32::userDataPath() const
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{
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const char* profile_dir_a;
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wchar_t profile_dir_w[MAX_PATH];
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// The user's profile folder. A typical path is C:\Users\username.
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// FIXME: Applications should not create files or folders at this level;
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// they should put their data under the locations referred to by CSIDL_APPDATA or CSIDL_LOCAL_APPDATA.
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if (SHGetSpecialFolderPathW(nullptr, profile_dir_w, CSIDL_PROFILE, FALSE) == FALSE) // WinAPI way failed
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{
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detail::g_user_data_path = detail::GetDataPath();
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detail::g_user_cache_path = detail::GetCachePath();
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detail::g_user_config_path = detail::GetConfigPath();
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detail::g_user_save_path = detail::GetUserSavePath();
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detail::g_library_path = detail::GetLibraryPath();
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detail::g_client_path = detail::GetClientPath();
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detail::g_server_path = detail::GetServerPath();
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detail::g_data_paths = detail::GetDataPaths();
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detail::g_help_string = detail::GetHelpString();
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// initialize local directory and create folders to which VCMI needs write access
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bfs::create_directory(detail::g_user_data_path);
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bfs::create_directory(detail::g_user_cache_path);
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bfs::create_directory(detail::g_user_config_path);
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bfs::create_directory(detail::g_user_save_path);
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// FIXME: Create macro for MS Visual Studio.
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if (profile_dir_a = std::getenv("userprofile")) // STL way succeed
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return bfs::path(profile_dir_a) / "vcmi";
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else
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return "."; // Every thing failed, return current directory.
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}
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else
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return bfs::path(profile_dir_w) / "vcmi";
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namespace detail
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//return dataPaths()[0] ???;
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}
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bfs::path VCMIDirs_win32::userCachePath() const { return userDataPath(); }
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bfs::path VCMIDirs_win32::userConfigPath() const { return userDataPath() / "config"; }
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bfs::path VCMIDirs_win32::userSavePath() const { return userDataPath() / "Games"; }
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std::vector<bfs::path> VCMIDirs_win32::dataPaths() const
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{
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return std::vector<bfs::path>(1, bfs::path("."));
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}
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bfs::path VCMIDirs_win32::clientPath() const { return binaryPath() / "VCMI_client.exe"; }
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bfs::path VCMIDirs_win32::serverPath() const { return binaryPath() / "VCMI_server.exe"; }
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bfs::path VCMIDirs_win32::libraryPath() const { return "."; }
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bfs::path VCMIDirs_win32::binaryPath() const { return "."; }
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std::string VCMIDirs_win32::genHelpString() const
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{
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// I think this function should have multiple versions
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// 1. For various arguments
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// 2. Inverse functions
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// and should be moved to vstd
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// or use http://utfcpp.sourceforge.net/
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auto utf8_convert = [](const bfs::path& path) -> std::string
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{
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struct InitAllPathes_ctor
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const auto& path_string = path.native();
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auto perform_convert = [&path_string](LPSTR output, int output_size)
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{
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InitAllPathes_ctor() { InitAllPathes(); }
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} InitAllPathes_ctor_global_obj;
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return WideCharToMultiByte(
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CP_UTF8, // Use wchar_t -> utf8 char_t
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WC_ERR_INVALID_CHARS, // Fails when invalid char occur
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path_string.c_str(), // String to convert
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path_string.size(), // String to convert size
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output, // Result
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output_size, // Result size
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nullptr, nullptr); // For the ... CP_UTF8 settings for CodePage, this parameter must be set to NULL
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};
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int char_count = perform_convert(nullptr, 0); // Result size (0 - obtain size)
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if (char_count > 0)
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{
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std::unique_ptr<char[]> buffer(new char[char_count]);
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if ((char_count = perform_convert(buffer.get(), char_count)) > 0)
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return std::string(buffer.get(), char_count);
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}
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// Conversion failed :C
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return path.string();
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};
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// TODO: Remove _VCMIDirs
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static _VCMIDirs _VCMIDirsGlobal;
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_VCMIDirs & get()
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{
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puts("VCMIDirs::get() - used of deprecated function :#");
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return _VCMIDirsGlobal;
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}
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std::vector<std::string> temp_vec;
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for (const bfs::path& path : dataPaths())
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temp_vec.push_back(utf8_convert(path));
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std::string gd_string_a = boost::algorithm::join(temp_vec, L";");
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return
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" game data: " + gd_string_a + "\n" +
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" libraries: " + utf8_convert(libraryPath()) + "\n" +
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" server: " + utf8_convert(serverPath()) + "\n" +
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"\n" +
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" user data: " + utf8_convert(userDataPath()) + "\n" +
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" user cache: " + utf8_convert(userCachePath()) + "\n" +
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" user config: " + utf8_convert(userConfigPath()) + "\n" +
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" user saves: " + utf8_convert(userSavePath()) + "\n"; // Should end without new-line?
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}
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// FIXME: find way to at least decrease size of this ifdef (along with cleanup in CMake)
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#ifdef _WIN32
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// This part should be moved into separate file (for example: VCMIDirs_win32.cpp)
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// WinAPI
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#include <Windows.h>
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#include <Shlobj.h>
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std::string libraryName(const std::string& basename) { return basename + ".dll"; }
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// End of file: VCMIDirs_win32.cpp
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#else // UNIX
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// File: IVCMIDirs_unix.h
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//#include "IVCMIDirs.h"
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class IVCMIDirs_unix : public IVCMIDirs
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{
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public:
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boost::filesystem::path clientPath() const override;
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boost::filesystem::path serverPath() const override;
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std::string genHelpString() const override;
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};
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// End of file: IVCMIDirs_unix.h
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// File: IVCMIDirs_unix.cpp
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//#include "StdInc.h"
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//#include "IVCMIDirs_unix.h"
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bfs::path IVCMIDirs_unix::clientPath() const { return binaryPath() / "vcmiclient"; }
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bfs::path IVCMIDirs_unix::clientPath() const { return binaryPath() / "vcmiserver"; }
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std::string IVCMIDirs_unix::genHelpString() const
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{
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std::vector<std::string> temp_vec;
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for (const bfs::path& path : dataPaths())
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temp_vec.push_back(path.string());
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std::string gd_string_a = boost::algorithm::join(temp_vec, L";");
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return
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" game data: " + gd_string_a + "\n" +
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" libraries: " + libraryPath().string() + "\n" +
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" server: " + serverPath().string() + "\n" +
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"\n" +
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" user data: " + userDataPath().string() + "\n" +
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" user cache: " + userCachePath().string() + "\n" +
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" user config: " + userConfigPath().string() + "\n" +
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" user saves: " + userSavePath().string() + "\n"; // Should end without new-line?
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}
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// End of file: IVCMIDirs_unix.cpp
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#ifdef __APPLE__
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// File: VCMIDirs_OSX.h
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//#include "IVCMIDirs_unix.h"
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class VCMIDirs_OSX : public IVCMIDirs_unix
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{
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public:
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boost::filesystem::path userDataPath() const override;
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boost::filesystem::path userCachePath() const override;
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boost::filesystem::path userConfigPath() const override;
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boost::filesystem::path userSavePath() const override;
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std::vector<boost::filesystem::path> dataPaths() const override;
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boost::filesystem::path libraryPath() const override;
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boost::filesystem::path binaryPath() const override;
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std::string libraryName(const std::string& basename) const override;
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};
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// End of file: VCMIDirs_OSX.h
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// File: VCMIDirs_OSX.cpp
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//#include "StdInc.h"
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//#include "VCMIDirs_OSX.h"
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namespace VCMIDirs
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{
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namespace detail
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const IVCMIDirs* get()
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{
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bfs::path GetDataPath()
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{
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const char* profile_dir_a;
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wchar_t profile_dir_w[MAX_PATH];
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// The user's profile folder. A typical path is C:\Users\username.
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// FIXME: Applications should not create files or folders at this level;
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// they should put their data under the locations referred to by CSIDL_APPDATA or CSIDL_LOCAL_APPDATA.
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if (SHGetSpecialFolderPathW(nullptr, profile_dir_w, CSIDL_PROFILE, FALSE) == FALSE) // WinAPI way failed
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{
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if (profile_dir_a = std::getenv("userprofile")) // STL way succeed
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return bfs::path(profile_dir_a) / "vcmi";
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else
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return "."; // Every thing failed, return current directory.
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}
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else
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return bfs::path(profile_dir_w) / "vcmi";
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//return dataPaths()[0] ???;
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}
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bfs::path GetCachePath()
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{
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return GetDataPath();
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}
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bfs::path GetConfigPath()
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{
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return GetDataPath() / "config";
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}
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bfs::path GetUserSavePath()
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{
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return GetDataPath() / "Games";
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}
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bfs::path GetLibraryPath()
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{
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return ".";
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}
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bfs::path GetClientPath()
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{
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return GetLibraryPath() / "VCMI_client.exe";
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}
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bfs::path GetServerPath()
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{
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return GetLibraryPath() / "VCMI_server.exe";
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}
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std::vector<bfs::path> GetDataPaths()
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{
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return std::vector<bfs::path>(1, bfs::path("."));
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}
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std::string GetHelpString()
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{
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// I think this function should have multiple versions
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// 1. For various arguments
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// 2. Inverse functions
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// and should be moved to vstd
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// or use http://utfcpp.sourceforge.net/
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auto utf8_convert = [](const bfs::path& path) -> std::string
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{
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const auto& path_string = path.native();
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auto perform_convert = [&path_string](LPSTR output, int output_size)
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{
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return WideCharToMultiByte(
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CP_UTF8, // Use wchar_t -> utf8 char_t
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WC_ERR_INVALID_CHARS, // Fails when invalid char occur
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path_string.c_str(), // String to convert
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path_string.size(), // String to convert size
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output, // Result
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output_size, // Result size
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nullptr, nullptr); // For the ... CP_UTF8 settings for CodePage, this parameter must be set to NULL
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};
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int char_count = perform_convert(nullptr, 0); // Result size (0 - obtain size)
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if (char_count > 0)
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{
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std::unique_ptr<char[]> buffer(new char[char_count]);
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if ((char_count = perform_convert(buffer.get(), char_count)) > 0)
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return std::string(buffer.get(), char_count);
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}
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// Conversion failed :C
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return path.string();
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};
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std::vector<std::string> temp_vec;
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for (const bfs::path& path : GetDataPaths())
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temp_vec.push_back(utf8_convert(path));
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std::string gd_string_a = boost::algorithm::join(temp_vec, L";");
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return
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" game data: " + gd_string_a + "\n" +
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" libraries: " + utf8_convert(GetLibraryPath()) + "\n" +
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" server: " + utf8_convert(GetServerPath()) + "\n" +
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"\n" +
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" user data: " + utf8_convert(GetDataPath()) + "\n" +
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" user cache: " + utf8_convert(GetCachePath()) + "\n" +
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" user config: " + utf8_convert(GetConfigPath()) + "\n" +
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" user saves: " + utf8_convert(GetUserSavePath()) + "\n"; // Should end without new-line?
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}
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}
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std::string libraryName(const std::string& basename)
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{
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return basename + ".dll";
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static VCMIDirs_OSX singleton;
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return &singleton;
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}
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}
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#elif defined (__APPLE__)
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// This part should be moved to separate file (for example: VCMIDirs_apple.cpp)
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namespace VCMIDirs
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bfs::path VCMIDirs_OSX::userDataPath() const
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{
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namespace detail
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{
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bfs::path GetDataPath()
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{
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// This is Cocoa code that should be normally used to get path to Application Support folder but can't use it here for now...
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// NSArray* urls = [[NSFileManager defaultManager] URLsForDirectory:NSApplicationSupportDirectory inDomains:NSUserDomainMask];
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// UserPath = path([urls[0] path] + "/vcmi").string();
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// This is Cocoa code that should be normally used to get path to Application Support folder but can't use it here for now...
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// NSArray* urls = [[NSFileManager defaultManager] URLsForDirectory:NSApplicationSupportDirectory inDomains:NSUserDomainMask];
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// UserPath = path([urls[0] path] + "/vcmi").string();
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// ...so here goes a bit of hardcode instead
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// ...so here goes a bit of hardcode instead
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const char* home_dir = getenv("HOME"); // Should be std::getenv?
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if (home_dir == nullptr)
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home_dir = ".";
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return bfs::path(home_dir) / "Library" / "Application Support" / "vcmi";
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}
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bfs::path GetCachePath()
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{
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return GetDataPath();
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}
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bfs::path GetConfigPath()
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{
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return GetDataPath() / "config";
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}
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bfs::path GetUserSavePath()
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{
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return GetDataPath() / "Games";
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}
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bfs::path GetLibraryPath()
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{
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return ".";
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}
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bfs::path GetClientPath()
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{
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return "./vcmiclient";
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}
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bfs::path GetServerPath()
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{
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return "./vcmiserver";
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}
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std::vector<bfs::path> GetDataPaths()
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{
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return std::vector<std::string>(1, "../Data");
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}
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std::string GetHelpString()
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{
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std::vector<std::string> temp_vec;
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for (const bfs::path& path : GetDataPaths())
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temp_vec.push_back(path.string());
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return
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" game data: " + boost::algorithm::join(temp_vec, ":") + "\n" +
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" libraries: " + GetLibraryPath().string() + "\n" +
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" server: " + GetServerPath().string() + "\n" +
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"\n" +
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" user data: " + GetDataPath().string() + "\n" +
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" user cache: " + GetCachePath().string() + "\n" +
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" user config: " + GetConfigPath().string() + "\n" +
|
||||
" user saves: " + GetUserSavePath().string() + "\n"; // Should end without new-line?
|
||||
}
|
||||
}
|
||||
|
||||
std::string libraryName(const std::string& basename)
|
||||
{
|
||||
return "lib" + basename + ".dylib";
|
||||
}
|
||||
const char* home_dir = getenv("HOME"); // Should be std::getenv?
|
||||
if (home_dir == nullptr)
|
||||
home_dir = ".";
|
||||
return bfs::path(home_dir) / "Library" / "Application Support" / "vcmi";
|
||||
}
|
||||
#elif defined __ANDROID__
|
||||
// This part should be moved to separate file (for example: VCMIDirs_android.cpp)
|
||||
bfs::path VCMIDirs_OSX::userCachePath() const { return userDataPath(); }
|
||||
bfs::path VCMIDirs_OSX::userConfigPath() const { return userDataPath() / "config"; }
|
||||
bfs::path VCMIDirs_OSX::userSavePath() const { return userDataPath() / "Games"; }
|
||||
|
||||
namespace VCMIDirs
|
||||
std::vector<bfs::path> VCMIDirs_OSX::dataPaths() const
|
||||
{
|
||||
namespace detail
|
||||
{
|
||||
bfs::path GetDataPath()
|
||||
{
|
||||
// on Android HOME will be set to something like /sdcard/data/Android/is.xyz.vcmi/files/
|
||||
return getenv("HOME");
|
||||
}
|
||||
|
||||
bfs::path GetCachePath()
|
||||
{
|
||||
return GetDataPath() / "cache";
|
||||
}
|
||||
|
||||
bfs::path GetConfigPath()
|
||||
{
|
||||
return GetDataPath() / "config";
|
||||
}
|
||||
|
||||
bfs::path GetUserSavePath()
|
||||
{
|
||||
return GetDataPath() / "Saves"; // Why different than other platforms???
|
||||
}
|
||||
|
||||
bfs::path GetLibraryPath()
|
||||
{
|
||||
return M_LIB_DIR;
|
||||
}
|
||||
|
||||
bfs::path GetClientPath()
|
||||
{
|
||||
return bfs::path(M_BIN_DIR) / "vcmiclient";
|
||||
}
|
||||
|
||||
bfs::path GetServerPath()
|
||||
{
|
||||
return bfs::path(M_BIN_DIR) / "vcmiserver";
|
||||
}
|
||||
|
||||
std::vector<bfs::path> GetDataPaths()
|
||||
{
|
||||
return std::vector<bfs::path>(1, GetDataPath());
|
||||
}
|
||||
|
||||
std::string GetHelpString()
|
||||
{
|
||||
std::vector<std::string> temp_vec;
|
||||
for (const bfs::path& path : GetDataPaths())
|
||||
temp_vec.push_back(path.string());
|
||||
|
||||
return
|
||||
" game data: " + boost::algorithm::join(temp_vec, ":") + "\n" +
|
||||
" libraries: " + GetLibraryPath().string() + "\n" +
|
||||
" server: " + GetServerPath().string() + "\n" +
|
||||
"\n" +
|
||||
" user data: " + GetDataPath().string() + "\n" +
|
||||
" user cache: " + GetCachePath().string() + "\n" +
|
||||
" user config: " + GetConfigPath().string() + "\n" +
|
||||
" user saves: " + GetUserSavePath().string() + "\n"; // Should end without new-line?
|
||||
}
|
||||
}
|
||||
|
||||
std::string libraryName(const std::string& basename)
|
||||
{
|
||||
return "lib" + basename + ".so";
|
||||
}
|
||||
return std::vector<bfs::path>(1, "../Data");
|
||||
}
|
||||
|
||||
bfs::path VCMIDirs_OSX::libraryPath() const { return "."; }
|
||||
bfs::path VCMIDirs_OSX::binaryPath() const { return "."; }
|
||||
|
||||
std::string libraryName(const std::string& basename) { return "lib" + basename + ".dylib"; }
|
||||
// End of file: VCMIDirs_OSX.cpp
|
||||
#else
|
||||
// This part should be moved to separate file (for example: VCMIDirs_default.cpp)
|
||||
// File: VCMIDirs_Linux.h
|
||||
//#include "IVCMIDirs_unix.h"
|
||||
|
||||
class VCMIDirs_Linux : public IVCMIDirs_unix
|
||||
{
|
||||
public:
|
||||
boost::filesystem::path userDataPath() const override;
|
||||
boost::filesystem::path userCachePath() const override;
|
||||
boost::filesystem::path userConfigPath() const override;
|
||||
boost::filesystem::path userSavePath() const override;
|
||||
|
||||
std::vector<boost::filesystem::path> dataPaths() const override;
|
||||
|
||||
boost::filesystem::path libraryPath() const override;
|
||||
boost::filesystem::path binaryPath() const override;
|
||||
|
||||
std::string libraryName(const std::string& basename) const override;
|
||||
};
|
||||
// End of file: VCMIDirs_Linux.h
|
||||
|
||||
// File: VCMIDirs_Linux.cpp
|
||||
//#include "StdInc.h"
|
||||
//#include "VCMIDirs_Linux.h"
|
||||
|
||||
namespace VCMIDirs
|
||||
{
|
||||
namespace detail
|
||||
const IVCMIDirs* get()
|
||||
{
|
||||
// $XDG_DATA_HOME, default: $HOME/.local/share
|
||||
bfs::path GetDataPath()
|
||||
{
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("XDG_DATA_HOME"))
|
||||
return = home_dir;
|
||||
else if (home_dir = getenv("HOME"))
|
||||
return = bfs::path(home_dir) / ".local" / "share" / "vcmi";
|
||||
else
|
||||
return ".";
|
||||
}
|
||||
|
||||
// $XDG_CACHE_HOME, default: $HOME/.cache
|
||||
bfs::path GetCachePath()
|
||||
{
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("XDG_CACHE_HOME"))
|
||||
return bfs::path(home_dir) / "vcmi";
|
||||
else if (home_dir = getenv("HOME"))
|
||||
return bfs::path(home_dir) / ".cache" / "vcmi";
|
||||
else
|
||||
return ".";
|
||||
}
|
||||
|
||||
// $XDG_CONFIG_HOME, default: $HOME/.config
|
||||
bfs::path GetConfigPath()
|
||||
{
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("XDG_CONFIG_HOME"))
|
||||
return bfs:path(home_dir) / "vcmi";
|
||||
else if (home_dir = getenv("HOME"))
|
||||
return bfs::path(home_dir) / ".config" / "vcmi";
|
||||
else
|
||||
return ".";
|
||||
}
|
||||
|
||||
bfs::path GetUserSavePath()
|
||||
{
|
||||
return GetDataPath() / "Saves"; // Why different than other platforms???
|
||||
}
|
||||
|
||||
bfs::path GetLibraryPath()
|
||||
{
|
||||
return M_LIB_DIR;
|
||||
}
|
||||
|
||||
bfs::path GetClientPath()
|
||||
{
|
||||
return bfs::path(M_BIN_DIR) / "vcmiclient";
|
||||
}
|
||||
|
||||
bfs::path GetServerPath()
|
||||
{
|
||||
return bfs::path(M_BIN_DIR) / "vcmiserver";
|
||||
}
|
||||
|
||||
std::vector<bfs::path> GetDataPaths()
|
||||
{
|
||||
// $XDG_DATA_DIRS, default: /usr/local/share/:/usr/share/
|
||||
|
||||
// construct list in reverse.
|
||||
// in specification first directory has highest priority
|
||||
// in vcmi fs last directory has highest priority
|
||||
std::vector<bfs::path> ret;
|
||||
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("HOME")) // compatibility, should be removed after 0.96
|
||||
ret.push_back(bfs::path(home_dir) / ".vcmi");
|
||||
ret.push_back(M_DATA_DIR);
|
||||
|
||||
if (home_dir = getenv("XDG_DATA_DIRS") != nullptr)
|
||||
{
|
||||
std::string dataDirsEnv = home_dir;
|
||||
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/");
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
std::string GetHelpString()
|
||||
{
|
||||
std::vector<std::string> temp_vec;
|
||||
for (const bfs::path& path : GetDataPaths())
|
||||
temp_vec.push_back(path.string());
|
||||
|
||||
return
|
||||
" game data: " + boost::algorithm::join(temp_vec, ":") + "\n" +
|
||||
" libraries: " + GetLibraryPath().string() + "\n" +
|
||||
" server: " + GetServerPath().string() + "\n" +
|
||||
"\n" +
|
||||
" user data: " + GetDataPath().string() + "\n" +
|
||||
" user cache: " + GetCachePath().string() + "\n" +
|
||||
" user config: " + GetConfigPath().string() + "\n" +
|
||||
" user saves: " + GetUserSavePath().string() + "\n"; // Should end without new-line?
|
||||
}
|
||||
}
|
||||
|
||||
std::string libraryName(const std::string& basename)
|
||||
{
|
||||
return "lib" + basename + ".so";
|
||||
static VCMIDirs_Linux singleton;
|
||||
return &singleton;
|
||||
}
|
||||
}
|
||||
|
||||
bfs::path VCMIDirs_Linux::userDataPath() const
|
||||
{
|
||||
// $XDG_DATA_HOME, default: $HOME/.local/share
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("XDG_DATA_HOME"))
|
||||
return home_dir;
|
||||
else if (home_dir = getenv("HOME"))
|
||||
return bfs::path(home_dir) / ".local" / "share" / "vcmi";
|
||||
else
|
||||
return ".";
|
||||
}
|
||||
bfs::path VCMIDirs_Linux::userCachePath() const
|
||||
{
|
||||
// $XDG_CACHE_HOME, default: $HOME/.cache
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("XDG_CACHE_HOME"))
|
||||
return bfs::path(home_dir) / "vcmi";
|
||||
else if (home_dir = getenv("HOME"))
|
||||
return bfs::path(home_dir) / ".cache" / "vcmi";
|
||||
else
|
||||
return ".";
|
||||
}
|
||||
bfs::path VCMIDirs_Linux::userConfigPath() const
|
||||
{
|
||||
// $XDG_CONFIG_HOME, default: $HOME/.config
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("XDG_CONFIG_HOME"))
|
||||
return bfs::path(home_dir) / "vcmi";
|
||||
else if (home_dir = getenv("HOME"))
|
||||
return bfs::path(home_dir) / ".config" / "vcmi";
|
||||
else
|
||||
return ".";
|
||||
}
|
||||
bfs::path VCMIDirs_Linux::userSavePath() const
|
||||
{
|
||||
return userDataPath() / "Saves";
|
||||
}
|
||||
|
||||
std::vector<bfs::path> VCMIDirs_Linux::dataPaths() const
|
||||
{
|
||||
// $XDG_DATA_DIRS, default: /usr/local/share/:/usr/share/
|
||||
|
||||
// construct list in reverse.
|
||||
// in specification first directory has highest priority
|
||||
// in vcmi fs last directory has highest priority
|
||||
std::vector<bfs::path> ret;
|
||||
|
||||
const char* home_dir;
|
||||
if (home_dir = getenv("HOME")) // compatibility, should be removed after 0.96
|
||||
ret.push_back(bfs::path(home_dir) / ".vcmi");
|
||||
ret.push_back(M_DATA_DIR);
|
||||
|
||||
if ((home_dir = getenv("XDG_DATA_DIRS")) != nullptr)
|
||||
{
|
||||
std::string dataDirsEnv = home_dir;
|
||||
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/");
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bfs::path VCMIDirs_Linux::libraryPath() const { return M_LIB_PATH; }
|
||||
bfs::path VCMIDirs_Linux::binaryPath() const { return M_BIN_DIR; }
|
||||
|
||||
std::string VCMIDirs_Linux::libraryName(const std::string& basename) const { return "lib" + basename + ".so"; }
|
||||
// End of file VCMIDirs_Linux.cpp
|
||||
#ifdef __ANDROID__
|
||||
// File: VCMIDirs_Android.h
|
||||
//#include "VCMIDirs_Linux.h"
|
||||
class VCMIDirs_Android : public VCMIDirs_Linux
|
||||
{
|
||||
public:
|
||||
boost::filesystem::path userDataPath() const override;
|
||||
boost::filesystem::path userCachePath() const override;
|
||||
boost::filesystem::path userConfigPath() const override;
|
||||
boost::filesystem::path userSavePath() const override;
|
||||
|
||||
std::vector<boost::filesystem::path> dataPaths() const override;
|
||||
};
|
||||
// End of file: VCMIDirs_Android.h
|
||||
|
||||
// File: VCMIDirs_Android.cpp
|
||||
//#include "StdInc.h"
|
||||
//#include "VCMIDirs_Android.h"
|
||||
|
||||
namespace VCMIDirs
|
||||
{
|
||||
const IVCMIDirs* get()
|
||||
{
|
||||
static VCMIDirs_Android singleton;
|
||||
return &singleton;
|
||||
}
|
||||
}
|
||||
|
||||
// on Android HOME will be set to something like /sdcard/data/Android/is.xyz.vcmi/files/
|
||||
bfs::path VCMIDirs_Android::userDataPath() const { return getenv("HOME"); }
|
||||
bfs::path VCMIDirs_Android::userCachePath() const { return userDataPath() / "cache"; }
|
||||
bfs::path VCMIDirs_Android::userConfigPath() const { return userDataPath() / "config"; }
|
||||
bfs::path VCMIDirs_Android::userSavePath() const { return userDataPath() / "Saves"; }
|
||||
|
||||
std::vector<bfs::path> VCMIDirs_Android::dataPaths() const
|
||||
{
|
||||
return std::vector<bfs::path>(1, userDataPath());
|
||||
}
|
||||
// End of file: VCMIDirs_Android.cpp
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
144
lib/VCMIDirs.h
144
lib/VCMIDirs.h
@ -7,112 +7,56 @@
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Boost
|
||||
#include <boost/filesystem/path.hpp>
|
||||
|
||||
// STL C++
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// TODO: Remove _VCMIDirs
|
||||
class _VCMIDirs;
|
||||
// Boost
|
||||
#include <boost/filesystem/path.hpp>
|
||||
|
||||
// TODO: File should be rename to IVCMIDirs.h
|
||||
|
||||
class IVCMIDirs
|
||||
{
|
||||
public:
|
||||
// Path to user-specific data directory
|
||||
virtual boost::filesystem::path userDataPath() const = 0;
|
||||
|
||||
// Path to "cache" directory, can be used for any non-essential files
|
||||
virtual boost::filesystem::path userCachePath() const = 0;
|
||||
|
||||
// Path to writeable directory with user configs
|
||||
virtual boost::filesystem::path userConfigPath() const = 0;
|
||||
|
||||
// Path to saved games
|
||||
virtual boost::filesystem::path userSavePath() const = 0;
|
||||
|
||||
// Paths to global system-wide data directories. First items have higher priority
|
||||
virtual std::vector<boost::filesystem::path> dataPaths() const = 0;
|
||||
|
||||
// Full path to client executable, including server name (e.g. /usr/bin/vcmiclient)
|
||||
virtual boost::filesystem::path clientPath() const = 0;
|
||||
|
||||
// Full path to server executable, including server name (e.g. /usr/bin/vcmiserver)
|
||||
virtual boost::filesystem::path serverPath() const = 0;
|
||||
|
||||
// Path where vcmi libraries can be found (in AI and Scripting subdirectories)
|
||||
virtual boost::filesystem::path libraryPath() const = 0;
|
||||
|
||||
// Path where vcmi binaries can be found
|
||||
virtual boost::filesystem::path binaryPath() const = 0;
|
||||
|
||||
// Returns system-specific name for dynamic libraries ( StupidAI => "libStupidAI.so" or "StupidAI.dll")
|
||||
virtual std::string libraryName(const std::string& basename) const = 0;
|
||||
// virtual std::string libraryName(const char* basename) const = 0; ?
|
||||
// virtual std::string libraryName(std::string&& basename) const = 0;?
|
||||
|
||||
virtual std::string genHelpString() const = 0;
|
||||
};
|
||||
|
||||
// Where to find the various VCMI files. This is mostly useful for linux.
|
||||
namespace VCMIDirs
|
||||
{
|
||||
namespace detail
|
||||
{
|
||||
extern DLL_LINKAGE boost::filesystem::path g_user_data_path;
|
||||
extern DLL_LINKAGE boost::filesystem::path g_user_cache_path;
|
||||
extern DLL_LINKAGE boost::filesystem::path g_user_config_path;
|
||||
extern DLL_LINKAGE boost::filesystem::path g_user_save_path;
|
||||
|
||||
extern DLL_LINKAGE boost::filesystem::path g_library_path;
|
||||
extern DLL_LINKAGE boost::filesystem::path g_client_path;
|
||||
extern DLL_LINKAGE boost::filesystem::path g_server_path;
|
||||
|
||||
extern DLL_LINKAGE std::vector<boost::filesystem::path> g_data_paths;
|
||||
|
||||
extern DLL_LINKAGE std::string g_help_string;
|
||||
}
|
||||
|
||||
/// deprecated: get singleton instance
|
||||
extern DLL_LINKAGE _VCMIDirs & get();
|
||||
|
||||
// Path to user-specific data directory
|
||||
inline const boost::filesystem::path& userDataPath() { return detail::g_user_data_path; }
|
||||
|
||||
// Path to "cache" directory, can be used for any non-essential files
|
||||
inline const boost::filesystem::path& userCachePath() { return detail::g_user_cache_path; }
|
||||
|
||||
// Path to writeable directory with user configs
|
||||
inline const boost::filesystem::path& userConfigPath() { return detail::g_user_config_path; }
|
||||
|
||||
// Path to saved games
|
||||
inline const boost::filesystem::path& userSavePath() { return detail::g_user_save_path; }
|
||||
|
||||
// Paths to global system-wide data directories. First items have higher priority
|
||||
inline const std::vector<boost::filesystem::path>& dataPaths() { return detail::g_data_paths; }
|
||||
|
||||
// Full path to client executable, including server name (e.g. /usr/bin/vcmiclient)
|
||||
inline const boost::filesystem::path& clientPath() { return detail::g_client_path; }
|
||||
|
||||
// Full path to server executable, including server name (e.g. /usr/bin/vcmiserver)
|
||||
inline const boost::filesystem::path& serverPath() { return detail::g_server_path; }
|
||||
|
||||
// Path where vcmi libraries can be found (in AI and Scripting subdirectories)
|
||||
inline const boost::filesystem::path& libraryPath() { return detail::g_library_path; }
|
||||
|
||||
// Returns system-specific name for dynamic libraries ( StupidAI => "libStupidAI.so" or "StupidAI.dll")
|
||||
extern DLL_LINKAGE std::string libraryName(const std::string& basename);
|
||||
//extern DLL_LINKAGE std::string libraryName(const char* basename);
|
||||
//extern DLL_LINKAGE std::string libraryName(std::string&& basename);
|
||||
|
||||
|
||||
inline const std::string& genHelpString() { return detail::g_help_string; }
|
||||
}
|
||||
|
||||
// TODO: Remove _VCMIDirs
|
||||
// This class is deprecated
|
||||
class DLL_LINKAGE _VCMIDirs
|
||||
{
|
||||
public:
|
||||
/// deprecated: Path to user-specific data directory
|
||||
std::string userDataPath() const { return VCMIDirs::userDataPath().string(); }
|
||||
|
||||
/// deprecated: Path to "cache" directory, can be used for any non-essential files
|
||||
std::string userCachePath() const { return VCMIDirs::userCachePath().string(); }
|
||||
|
||||
/// deprecated: Path to writeable directory with user configs
|
||||
std::string userConfigPath() const { return VCMIDirs::userConfigPath().string(); }
|
||||
|
||||
/// deprecated: Path to saved games
|
||||
std::string userSavePath() const { return VCMIDirs::userSavePath().string(); }
|
||||
|
||||
/// deprecated: Paths to global system-wide data directories. First items have higher priority
|
||||
std::vector<std::string> dataPaths() const
|
||||
{
|
||||
std::vector<std::string> result;
|
||||
for (const auto& path : VCMIDirs::dataPaths())
|
||||
result.push_back(path.string());
|
||||
return result;
|
||||
}
|
||||
|
||||
/// deprecated: Full path to client executable, including server name (e.g. /usr/bin/vcmiclient)
|
||||
std::string clientPath() const { return VCMIDirs::clientPath().string(); }
|
||||
|
||||
/// deprecated: Full path to server executable, including server name (e.g. /usr/bin/vcmiserver)
|
||||
std::string serverPath() const { return VCMIDirs::serverPath().string(); }
|
||||
|
||||
/// deprecated: Path where vcmi libraries can be found (in AI and Scripting subdirectories)
|
||||
std::string libraryPath() const { return VCMIDirs::libraryPath().string(); }
|
||||
|
||||
/// deprecated: Returns system-specific name for dynamic libraries ( StupidAI => "libStupidAI.so" or "StupidAI.dll")
|
||||
std::string libraryName(std::string basename) const { return VCMIDirs::libraryName(basename); }
|
||||
|
||||
/// deprecated:
|
||||
std::string genHelpString() const { return VCMIDirs::genHelpString(); }
|
||||
};
|
||||
extern DLL_LINKAGE const IVCMIDirs* get();
|
||||
}
|
Loading…
Reference in New Issue
Block a user