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forked from 0ad/0ad
0ad/source/ps/GameSetup/Paths.cpp
janwas f608b44d1d fix self-test and map load on Windows (avoid mixing dir separators).
add more specific error codes (used at work)

This was SVN commit r9462.
2011-05-06 18:45:30 +00:00

106 lines
2.9 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/file/file_system_util.h"
#include "lib/sysdep/sysdep.h" // sys_get_executable_name
#include "lib/sysdep/filesystem.h" // wrealpath
#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 = OsPath(STRINGIZE(INSTALLED_DATADIR))/"";
#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");
ENSURE(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 = sys_ExecutablePathname(); // safe, but requires OS-specific implementation
if(pathname.empty()) // failed, use argv[0] instead
{
errno = 0;
pathname = wrealpath(argv0);
if(pathname.empty())
WARN_IF_ERR(StatusFromErrno());
}
// make sure it's valid
if(!fs_util::FileExists(pathname))
WARN_IF_ERR(StatusFromErrno());
for(size_t i = 0; i < 2; i++) // remove "system/name.exe"
pathname = pathname.Parent();
return pathname;
}
/*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/"";
}