1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

VCMIDirs update #2

Changet to tree model based on classes
This commit is contained in:
Karol 2014-08-09 19:54:12 +02:00
parent ebc8c9d077
commit 8eb1721050
2 changed files with 393 additions and 528 deletions

View File

@ -11,467 +11,388 @@
#include "StdInc.h"
#include "VCMIDirs.h"
namespace bfs = boost::filesystem;
namespace bfs = boost::filesystem; // Should be in each cpp file
#ifdef _WIN32
// File: VCMIDirs_win32.h
//#include "IVCMIDirs.h"
class VCMIDirs_win32 : public IVCMIDirs
{
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 clientPath() const override;
boost::filesystem::path serverPath() const override;
boost::filesystem::path libraryPath() const override;
boost::filesystem::path binaryPath() const override;
std::string libraryName(const std::string& basename) const override;
std::string genHelpString() const override;
};
// End of file: VCMIDirs_win32.h
// File: VCMIDirs_win32.cpp
//#include "StdInc.h"
//#include "VCMIDirs_win32"
// WinAPI
#include <Windows.h> // WideCharToMultiByte
#include <Shlobj.h> // SHGetSpecialFolderPathW
namespace VCMIDirs
{
namespace detail
const IVCMIDirs* get()
{
bfs::path g_user_data_path;
bfs::path g_user_cache_path;
bfs::path g_user_config_path;
bfs::path g_user_save_path;
bfs::path g_library_path;
bfs::path g_client_path;
bfs::path g_server_path;
std::vector<bfs::path> g_data_paths;
std::string g_help_string;
extern bfs::path GetDataPath();
extern bfs::path GetCachePath();
extern bfs::path GetConfigPath();
extern bfs::path GetUserSavePath();
extern bfs::path GetLibraryPath();
extern bfs::path GetClientPath();
extern bfs::path GetServerPath();
extern std::vector<bfs::path> GetDataPaths();
extern std::string GetHelpString();
static VCMIDirs_win32 singleton;
return &singleton;
}
}
void InitAllPathes(void)
bfs::path VCMIDirs_win32::userDataPath() const
{
const char* profile_dir_a;
wchar_t profile_dir_w[MAX_PATH];
// The user's profile folder. A typical path is C:\Users\username.
// FIXME: Applications should not create files or folders at this level;
// they should put their data under the locations referred to by CSIDL_APPDATA or CSIDL_LOCAL_APPDATA.
if (SHGetSpecialFolderPathW(nullptr, profile_dir_w, CSIDL_PROFILE, FALSE) == FALSE) // WinAPI way failed
{
detail::g_user_data_path = detail::GetDataPath();
detail::g_user_cache_path = detail::GetCachePath();
detail::g_user_config_path = detail::GetConfigPath();
detail::g_user_save_path = detail::GetUserSavePath();
detail::g_library_path = detail::GetLibraryPath();
detail::g_client_path = detail::GetClientPath();
detail::g_server_path = detail::GetServerPath();
detail::g_data_paths = detail::GetDataPaths();
detail::g_help_string = detail::GetHelpString();
// initialize local directory and create folders to which VCMI needs write access
bfs::create_directory(detail::g_user_data_path);
bfs::create_directory(detail::g_user_cache_path);
bfs::create_directory(detail::g_user_config_path);
bfs::create_directory(detail::g_user_save_path);
// FIXME: Create macro for MS Visual Studio.
if (profile_dir_a = std::getenv("userprofile")) // STL way succeed
return bfs::path(profile_dir_a) / "vcmi";
else
return "."; // Every thing failed, return current directory.
}
else
return bfs::path(profile_dir_w) / "vcmi";
namespace detail
//return dataPaths()[0] ???;
}
bfs::path VCMIDirs_win32::userCachePath() const { return userDataPath(); }
bfs::path VCMIDirs_win32::userConfigPath() const { return userDataPath() / "config"; }
bfs::path VCMIDirs_win32::userSavePath() const { return userDataPath() / "Games"; }
std::vector<bfs::path> VCMIDirs_win32::dataPaths() const
{
return std::vector<bfs::path>(1, bfs::path("."));
}
bfs::path VCMIDirs_win32::clientPath() const { return binaryPath() / "VCMI_client.exe"; }
bfs::path VCMIDirs_win32::serverPath() const { return binaryPath() / "VCMI_server.exe"; }
bfs::path VCMIDirs_win32::libraryPath() const { return "."; }
bfs::path VCMIDirs_win32::binaryPath() const { return "."; }
std::string VCMIDirs_win32::genHelpString() const
{
// I think this function should have multiple versions
// 1. For various arguments
// 2. Inverse functions
// and should be moved to vstd
// or use http://utfcpp.sourceforge.net/
auto utf8_convert = [](const bfs::path& path) -> std::string
{
struct InitAllPathes_ctor
const auto& path_string = path.native();
auto perform_convert = [&path_string](LPSTR output, int output_size)
{
InitAllPathes_ctor() { InitAllPathes(); }
} InitAllPathes_ctor_global_obj;
return WideCharToMultiByte(
CP_UTF8, // Use wchar_t -> utf8 char_t
WC_ERR_INVALID_CHARS, // Fails when invalid char occur
path_string.c_str(), // String to convert
path_string.size(), // String to convert size
output, // Result
output_size, // Result size
nullptr, nullptr); // For the ... CP_UTF8 settings for CodePage, this parameter must be set to NULL
};
int char_count = perform_convert(nullptr, 0); // Result size (0 - obtain size)
if (char_count > 0)
{
std::unique_ptr<char[]> buffer(new char[char_count]);
if ((char_count = perform_convert(buffer.get(), char_count)) > 0)
return std::string(buffer.get(), char_count);
}
// Conversion failed :C
return path.string();
};
// TODO: Remove _VCMIDirs
static _VCMIDirs _VCMIDirsGlobal;
_VCMIDirs & get()
{
puts("VCMIDirs::get() - used of deprecated function :#");
return _VCMIDirsGlobal;
}
std::vector<std::string> temp_vec;
for (const bfs::path& path : dataPaths())
temp_vec.push_back(utf8_convert(path));
std::string gd_string_a = boost::algorithm::join(temp_vec, L";");
return
" game data: " + gd_string_a + "\n" +
" libraries: " + utf8_convert(libraryPath()) + "\n" +
" server: " + utf8_convert(serverPath()) + "\n" +
"\n" +
" user data: " + utf8_convert(userDataPath()) + "\n" +
" user cache: " + utf8_convert(userCachePath()) + "\n" +
" user config: " + utf8_convert(userConfigPath()) + "\n" +
" user saves: " + utf8_convert(userSavePath()) + "\n"; // Should end without new-line?
}
// FIXME: find way to at least decrease size of this ifdef (along with cleanup in CMake)
#ifdef _WIN32
// This part should be moved into separate file (for example: VCMIDirs_win32.cpp)
// WinAPI
#include <Windows.h>
#include <Shlobj.h>
std::string libraryName(const std::string& basename) { return basename + ".dll"; }
// End of file: VCMIDirs_win32.cpp
#else // UNIX
// File: IVCMIDirs_unix.h
//#include "IVCMIDirs.h"
class IVCMIDirs_unix : public IVCMIDirs
{
public:
boost::filesystem::path clientPath() const override;
boost::filesystem::path serverPath() const override;
std::string genHelpString() const override;
};
// End of file: IVCMIDirs_unix.h
// File: IVCMIDirs_unix.cpp
//#include "StdInc.h"
//#include "IVCMIDirs_unix.h"
bfs::path IVCMIDirs_unix::clientPath() const { return binaryPath() / "vcmiclient"; }
bfs::path IVCMIDirs_unix::clientPath() const { return binaryPath() / "vcmiserver"; }
std::string IVCMIDirs_unix::genHelpString() const
{
std::vector<std::string> temp_vec;
for (const bfs::path& path : dataPaths())
temp_vec.push_back(path.string());
std::string gd_string_a = boost::algorithm::join(temp_vec, L";");
return
" game data: " + gd_string_a + "\n" +
" libraries: " + libraryPath().string() + "\n" +
" server: " + serverPath().string() + "\n" +
"\n" +
" user data: " + userDataPath().string() + "\n" +
" user cache: " + userCachePath().string() + "\n" +
" user config: " + userConfigPath().string() + "\n" +
" user saves: " + userSavePath().string() + "\n"; // Should end without new-line?
}
// End of file: IVCMIDirs_unix.cpp
#ifdef __APPLE__
// File: VCMIDirs_OSX.h
//#include "IVCMIDirs_unix.h"
class VCMIDirs_OSX : 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_OSX.h
// File: VCMIDirs_OSX.cpp
//#include "StdInc.h"
//#include "VCMIDirs_OSX.h"
namespace VCMIDirs
{
namespace detail
const IVCMIDirs* get()
{
bfs::path GetDataPath()
{
const char* profile_dir_a;
wchar_t profile_dir_w[MAX_PATH];
// The user's profile folder. A typical path is C:\Users\username.
// FIXME: Applications should not create files or folders at this level;
// they should put their data under the locations referred to by CSIDL_APPDATA or CSIDL_LOCAL_APPDATA.
if (SHGetSpecialFolderPathW(nullptr, profile_dir_w, CSIDL_PROFILE, FALSE) == FALSE) // WinAPI way failed
{
if (profile_dir_a = std::getenv("userprofile")) // STL way succeed
return bfs::path(profile_dir_a) / "vcmi";
else
return "."; // Every thing failed, return current directory.
}
else
return bfs::path(profile_dir_w) / "vcmi";
//return dataPaths()[0] ???;
}
bfs::path GetCachePath()
{
return GetDataPath();
}
bfs::path GetConfigPath()
{
return GetDataPath() / "config";
}
bfs::path GetUserSavePath()
{
return GetDataPath() / "Games";
}
bfs::path GetLibraryPath()
{
return ".";
}
bfs::path GetClientPath()
{
return GetLibraryPath() / "VCMI_client.exe";
}
bfs::path GetServerPath()
{
return GetLibraryPath() / "VCMI_server.exe";
}
std::vector<bfs::path> GetDataPaths()
{
return std::vector<bfs::path>(1, bfs::path("."));
}
std::string GetHelpString()
{
// I think this function should have multiple versions
// 1. For various arguments
// 2. Inverse functions
// and should be moved to vstd
// or use http://utfcpp.sourceforge.net/
auto utf8_convert = [](const bfs::path& path) -> std::string
{
const auto& path_string = path.native();
auto perform_convert = [&path_string](LPSTR output, int output_size)
{
return WideCharToMultiByte(
CP_UTF8, // Use wchar_t -> utf8 char_t
WC_ERR_INVALID_CHARS, // Fails when invalid char occur
path_string.c_str(), // String to convert
path_string.size(), // String to convert size
output, // Result
output_size, // Result size
nullptr, nullptr); // For the ... CP_UTF8 settings for CodePage, this parameter must be set to NULL
};
int char_count = perform_convert(nullptr, 0); // Result size (0 - obtain size)
if (char_count > 0)
{
std::unique_ptr<char[]> buffer(new char[char_count]);
if ((char_count = perform_convert(buffer.get(), char_count)) > 0)
return std::string(buffer.get(), char_count);
}
// Conversion failed :C
return path.string();
};
std::vector<std::string> temp_vec;
for (const bfs::path& path : GetDataPaths())
temp_vec.push_back(utf8_convert(path));
std::string gd_string_a = boost::algorithm::join(temp_vec, L";");
return
" game data: " + gd_string_a + "\n" +
" libraries: " + utf8_convert(GetLibraryPath()) + "\n" +
" server: " + utf8_convert(GetServerPath()) + "\n" +
"\n" +
" user data: " + utf8_convert(GetDataPath()) + "\n" +
" user cache: " + utf8_convert(GetCachePath()) + "\n" +
" user config: " + utf8_convert(GetConfigPath()) + "\n" +
" user saves: " + utf8_convert(GetUserSavePath()) + "\n"; // Should end without new-line?
}
}
std::string libraryName(const std::string& basename)
{
return basename + ".dll";
static VCMIDirs_OSX singleton;
return &singleton;
}
}
#elif defined (__APPLE__)
// This part should be moved to separate file (for example: VCMIDirs_apple.cpp)
namespace VCMIDirs
bfs::path VCMIDirs_OSX::userDataPath() const
{
namespace detail
{
bfs::path GetDataPath()
{
// 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();
// 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
// ...so here goes a bit of hardcode instead
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";
}
bfs::path GetCachePath()
{
return GetDataPath();
}
bfs::path GetConfigPath()
{
return GetDataPath() / "config";
}
bfs::path GetUserSavePath()
{
return GetDataPath() / "Games";
}
bfs::path GetLibraryPath()
{
return ".";
}
bfs::path GetClientPath()
{
return "./vcmiclient";
}
bfs::path GetServerPath()
{
return "./vcmiserver";
}
std::vector<bfs::path> GetDataPaths()
{
return std::vector<std::string>(1, "../Data");
}
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 + ".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

View File

@ -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; }
extern DLL_LINKAGE const IVCMIDirs* get();
}
// 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(); }
};