Files
vcmi/lib/VCMIDirs.h
Ivan Savenko 9b9a770327 Remove dynamic loading of AI and scripting modules
Now instead of having AI and scripting as separate .dll/.so that is
dynamically loaded on requests, these components are part of VCMI
library directly. This removes need of custom code for Android/iOS where
dynamic loading is blocked as well removes multiple issues on desktop
platforms

Changes:
- Added libFacade module that actually generates libvcmi.so and has all
librrary components as its dependencies to resolve circular dependencies
- All library components are now OBJECT libraries (and not dynamic or
static libraries). Reasoning: STATIC libraries don't work due to way
linker walks through compiled units, and DYNAMIC would work, but would
keep overhead from inability to inline functions from library.
- Removed no longer necessary RPATH handling since here are no more AI
and scripting libraries to load
- Replaced CDynLibHandler with scaled down AIFactory class
2026-06-12 17:46:39 +03:00

64 lines
1.9 KiB
C++

/*
* VCMIDirs.h, 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
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE 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 writeable directory to store log files
virtual boost::filesystem::path userLogsPath() const;
// Path to saved games
virtual boost::filesystem::path userSavePath() const;
// Path to "extracted" directory, used to temporarily hold extracted Original H3 files
virtual boost::filesystem::path userExtractedPath() const;
// 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 name (e.g. /usr/bin/vcmiclient)
virtual boost::filesystem::path clientPath() const = 0;
// Full path to editor executable, including name (e.g. /usr/bin/vcmieditor)
virtual boost::filesystem::path mapEditorPath() const = 0;
// Full path to server executable, including name (e.g. /usr/bin/vcmiserver)
virtual boost::filesystem::path serverPath() const = 0;
// Path where vcmi binaries can be found
virtual boost::filesystem::path binaryPath() const = 0;
virtual std::string genHelpString() const;
// Creates not existed, but required directories.
// Updates directories what change name/path between versions.
// Function called automatically.
virtual void init();
};
namespace VCMIDirs
{
extern DLL_LINKAGE const IVCMIDirs & get();
}
VCMI_LIB_NAMESPACE_END