9e328bb5b7
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
152 lines
5.8 KiB
C++
152 lines
5.8 KiB
C++
/*************************************************************************/
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/* editor_paths.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor_paths.h"
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#include "core/io/dir_access.h"
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#include "core/os/os.h"
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EditorPaths *EditorPaths::singleton = nullptr;
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bool EditorPaths::are_paths_valid() const {
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return paths_valid;
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}
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String EditorPaths::get_data_dir() const {
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return data_dir;
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}
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String EditorPaths::get_config_dir() const {
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return config_dir;
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}
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String EditorPaths::get_cache_dir() const {
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return cache_dir;
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}
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bool EditorPaths::is_self_contained() const {
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return self_contained;
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}
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String EditorPaths::get_self_contained_file() const {
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return self_contained_file;
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}
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void EditorPaths::create(bool p_for_project_manager) {
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ERR_FAIL_COND(singleton != nullptr);
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memnew(EditorPaths(p_for_project_manager));
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}
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void EditorPaths::free() {
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ERR_FAIL_COND(singleton == nullptr);
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memdelete(singleton);
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}
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void EditorPaths::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_data_dir"), &EditorPaths::get_data_dir);
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ClassDB::bind_method(D_METHOD("get_config_dir"), &EditorPaths::get_config_dir);
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ClassDB::bind_method(D_METHOD("get_cache_dir"), &EditorPaths::get_cache_dir);
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ClassDB::bind_method(D_METHOD("is_self_contained"), &EditorPaths::is_self_contained);
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ClassDB::bind_method(D_METHOD("get_self_contained_file"), &EditorPaths::get_self_contained_file);
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}
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EditorPaths::EditorPaths(bool p_for_project_mamanger) {
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singleton = this;
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String exe_path = OS::get_singleton()->get_executable_path().get_base_dir();
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{
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DirAccessRef d = DirAccess::create_for_path(exe_path);
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if (d->file_exists(exe_path + "/._sc_")) {
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self_contained = true;
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self_contained_file = exe_path + "/._sc_";
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} else if (d->file_exists(exe_path + "/_sc_")) {
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self_contained = true;
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self_contained_file = exe_path + "/_sc_";
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}
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}
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String data_path;
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String config_path;
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String cache_path;
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if (self_contained) {
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// editor is self contained, all in same folder
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data_path = exe_path;
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data_dir = data_path.plus_file("editor_data");
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config_path = exe_path;
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config_dir = data_dir;
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cache_path = exe_path;
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cache_dir = data_dir.plus_file("cache");
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} else {
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// Typically XDG_DATA_HOME or %APPDATA%
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data_path = OS::get_singleton()->get_data_path();
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data_dir = data_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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// Can be different from data_path e.g. on Linux or macOS
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config_path = OS::get_singleton()->get_config_path();
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config_dir = config_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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// Can be different from above paths, otherwise a subfolder of data_dir
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cache_path = OS::get_singleton()->get_cache_path();
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if (cache_path == data_path) {
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cache_dir = data_dir.plus_file("cache");
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} else {
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cache_dir = cache_path.plus_file(OS::get_singleton()->get_godot_dir_name());
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}
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}
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paths_valid = (data_path != "" && config_path != "" && cache_path != "");
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if (paths_valid) {
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DirAccessRef dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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if (dir->change_dir(data_dir) != OK) {
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dir->make_dir_recursive(data_dir);
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if (dir->change_dir(data_dir) != OK) {
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ERR_PRINT("Cannot create data directory!");
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paths_valid = false;
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}
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}
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// Validate/create cache dir
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if (dir->change_dir(EditorPaths::get_singleton()->get_cache_dir()) != OK) {
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dir->make_dir_recursive(cache_dir);
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if (dir->change_dir(cache_dir) != OK) {
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ERR_PRINT("Cannot create cache directory!");
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}
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}
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if (p_for_project_mamanger) {
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Engine::get_singleton()->set_shader_cache_path(get_data_dir());
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} else {
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DirAccessRef dir2 = DirAccess::open("res://");
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if (dir2->change_dir(".godot") != OK) { //ensure the .godot subdir exists
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if (dir2->make_dir(".godot") != OK) {
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ERR_PRINT("Cannot create res://.godot directory!");
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}
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}
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Engine::get_singleton()->set_shader_cache_path("res://.godot");
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}
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}
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}
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