0ad/source/ps/GameSetup/Paths.cpp
janwas dcd192cb60 refactor path interface:
- use wrapper class instead of std::wstring (reduces mixing of
strings/paths; allows safe+easy join via operator/ and convenient
case-insensitive comparison via operator==, avoids NativePathFromString,
similar to boost::filesystem)
- NativePath -> OsPath
- add hash and To/FromJSVal for Path
- add TS_ASSERT_PATH_EQUALS
- replace _wfopen_s with sys_OpenFile
- remove obsolete SortFiles/Directories

This was SVN commit r9107.
2011-03-23 13:36:20 +00:00

108 lines
3 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Paths.h"
#include "lib/path_util.h"
#include "lib/file/file_system_util.h"
#include "lib/sysdep/sysdep.h" // sys_get_executable_name
#if OS_WIN
# include "lib/sysdep/os/win/wutil.h" // wutil_AppdataPath
#endif
Paths::Paths(const CmdLineArgs& args)
{
m_root = Root(args.GetArg0());
#ifdef INSTALLED_DATADIR
m_rdata = WIDEN(STRINGIZE(INSTALLED_DATADIR)) L"/";
#else
m_rdata = m_root/"data/";
#endif
const char* subdirectoryName = args.Has("writableRoot")? 0 : "0ad";
// everything is a subdirectory of the root
if(!subdirectoryName)
{
m_data = m_rdata;
m_config = m_data/"config/";
m_cache = m_data/"cache/";
m_logs = m_root/"logs/";
}
else
{
#if OS_WIN
const OsPath appdata = wutil_AppdataPath() / subdirectoryName/"";
m_data = appdata/"data/";
m_config = appdata/"config/";
m_cache = appdata/"cache/";
m_logs = appdata/"logs/";
#else
const char* envHome = getenv("HOME");
debug_assert(envHome);
const OsPath home(envHome);
const OsPath xdgData = XDG_Path("XDG_DATA_HOME", home, home/".local/share/") / subdirectoryName;
const OsPath xdgConfig = XDG_Path("XDG_CONFIG_HOME", home, home/".config/" ) / subdirectoryName;
const OsPath xdgCache = XDG_Path("XDG_CACHE_HOME", home, home/".cache/" ) / subdirectoryName;
m_data = xdgData/"";
m_cache = xdgCache/"";
m_config = xdgConfig/"config/";
m_logs = xdgConfig/"logs/";
#endif
}
}
/*static*/ OsPath Paths::Root(const OsPath& argv0)
{
// get full path to executable
OsPath pathname;
// .. first try safe, but system-dependent version
if(sys_get_executable_name(pathname) != INFO::OK)
{
// .. failed; use argv[0]
errno = 0;
pathname = wrealpath(argv0);
if(pathname.empty())
WARN_ERR(LibError_from_errno(false));
}
// make sure it's valid
if(!fs_util::FileExists(pathname))
WARN_ERR(LibError_from_errno(false));
fs::wpath components = pathname.string();
for(size_t i = 0; i < 3; i++) // remove "system/name.exe"
components.remove_leaf();
return components.string();
}
/*static*/ OsPath Paths::XDG_Path(const char* envname, const OsPath& home, const OsPath& defaultPath)
{
const char* path = getenv(envname);
if(path)
{
if(path[0] != '/') // relative to $HOME
return home / path/"";
return OsPath(path)/"";
}
return defaultPath/"";
}