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- /*
- * VCMIDirs.cpp, 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
- *
- */
- #include "StdInc.h"
- #include "VCMIDirs.h"
- #ifdef VCMI_IOS
- #include "iOS_utils.h"
- #endif
- VCMI_LIB_NAMESPACE_BEGIN
- namespace bfs = boost::filesystem;
- bfs::path IVCMIDirs::userLogsPath() const { return userCachePath(); }
- bfs::path IVCMIDirs::userSavePath() const { return userDataPath() / "Saves"; }
- bfs::path IVCMIDirs::fullLibraryPath(const std::string &desiredFolder, const std::string &baseLibName) const
- {
- return libraryPath() / desiredFolder / libraryName(baseLibName);
- }
- std::string IVCMIDirs::genHelpString() const
- {
- std::vector<std::string> tempVec;
- for (const bfs::path & path : dataPaths())
- tempVec.push_back(path.string());
- const auto gdStringA = boost::algorithm::join(tempVec, ":");
- return
- " game data: " + gdStringA + "\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 logs: " + userLogsPath().string() + "\n"
- " user saves: " + userSavePath().string() + "\n"; // Should end without new-line?
- }
- void IVCMIDirs::init()
- {
- // TODO: Log errors
- bfs::create_directories(userDataPath());
- bfs::create_directories(userCachePath());
- bfs::create_directories(userConfigPath());
- bfs::create_directories(userLogsPath());
- bfs::create_directories(userSavePath());
- }
- #ifdef VCMI_ANDROID
- #include "CAndroidVMHelper.h"
- #endif
- #ifdef VCMI_WINDOWS
- #ifdef __MINGW32__
- #define _WIN32_IE 0x0500
- #ifndef CSIDL_MYDOCUMENTS
- #define CSIDL_MYDOCUMENTS CSIDL_PERSONAL
- #endif
- #endif // __MINGW32__
- #include <windows.h>
- #include <shlobj.h>
- #include <shellapi.h>
- // Generates script file named _temp.bat in 'to' directory and runs it
- // Script will:
- // - Wait util 'exeName' ends.
- // - Copy all files from 'from' to 'to'
- // - Ask user to replace files existed in 'to'.
- // - Run 'exeName'
- // - Delete itself.
- bool StartBatchCopyDataProgram(
- const bfs::path& from, const bfs::path& to, const bfs::path& exeName,
- const bfs::path& currentPath = bfs::current_path())
- {
- static const char base[] =
- "@echo off" "\n"
- "echo Preparing to move VCMI data system." "\n"
- ":CLIENT_RUNNING_LOOP" "\n"
- "TASKLIST | FIND /I %1% > nul" "\n"
- "IF ERRORLEVEL 1 (" "\n"
- "GOTO CLIENT_NOT_RUNNING" "\n"
- ") ELSE (" "\n"
- "echo %1% is still running..." "\n"
- "echo Waiting until process ends..." "\n"
- "ping 1.1.1.1 -n 1 -w 3000 > nul" "\n" // Sleep ~3 seconds. I love Windows :)
- "goto :CLIENT_RUNNING_LOOP" "\n"
- ")" "\n"
- ":CLIENT_NOT_RUNNING" "\n"
- "echo %1% turned off..." "\n"
- "echo Attempt to move datas." "\n"
- "echo From: %2%" "\n"
- "echo To: %4%" "\n"
- "echo Please resolve any conflicts..." "\n"
- "move /-Y %3% %4%" "\n" // Move all files from %3% to %4%.
- // /-Y ask what to do when file exists in %4%
- ":REMOVE_OLD_DIR" "\n"
- "rd %2% || rem" "\n" // Remove empty directory. Sets error flag if fail.
- "IF ERRORLEVEL 145 (" "\n" // Directory not empty
- "echo Directory %2% is not empty." "\n"
- "echo Please move rest of files manually now." "\n"
- "pause" "\n" // Press any key to continue...
- "goto REMOVE_OLD_DIR" "\n"
- ")" "\n"
- "echo Game data updated succefully." "\n"
- "echo Please update your shortcuts." "\n"
- "echo Press any key to start a game . . ." "\n"
- "pause > nul" "\n"
- "%5%" "\n"
- "del \"%%~f0\"&exit" "\n" // Script deletes itself
- ;
- const auto startGameString =
- bfs::equivalent(currentPath, from) ?
- (boost::format("start \"\" %1%") % (to / exeName)) : // Start game in new path.
- (boost::format("start \"\" /D %1% %2%") % currentPath % (to / exeName)); // Start game in 'currentPath"
- const bfs::path bathFilename = to / "_temp.bat";
- bfs::ofstream bathFile(bathFilename, bfs::ofstream::trunc | bfs::ofstream::out);
- if (!bathFile.is_open())
- return false;
- bathFile << (boost::format(base) % exeName % from % (from / "*.*") % to % startGameString.str()).str();
- bathFile.close();
- std::system(("start \"Updating VCMI datas\" /D \"" + to.string() + "\" \"" + bathFilename.string() + '\"').c_str());
- // start won't block std::system
- // /D start bat in other directory insteand of current directory.
- return true;
- }
- class VCMIDirsWIN32 final : public IVCMIDirs
- {
- public:
- boost::filesystem::path userDataPath() const override;
- boost::filesystem::path userCachePath() const override;
- boost::filesystem::path userConfigPath() 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;
- void init() override;
- protected:
- boost::filesystem::path oldUserDataPath() const;
- boost::filesystem::path oldUserSavePath() const;
- };
- void VCMIDirsWIN32::init()
- {
- // Call base (init dirs)
- IVCMIDirs::init();
- // Moves one directory (from) contents to another directory (to)
- // Shows user the "moving file dialog" and ask to resolve conflits.
- // If necessary updates current directory.
- auto moveDirIfExists = [](const bfs::path& from, const bfs::path& to) -> bool
- {
- if (!bfs::is_directory(from))
- return true; // Nothing to do here. Flies away.
- if (bfs::is_empty(from))
- {
- if (bfs::current_path() == from)
- bfs::current_path(to);
- bfs::remove(from);
- return true; // Nothing to do here. Flies away.
- }
- if (!bfs::is_directory(to))
- {
- // IVCMIDirs::init() should create all destination directories.
- // TODO: Log fact, that we shouldn't be here.
- bfs::create_directories(to);
- }
- // Why the hell path strings should be end with double null :/
- auto makeDoubleNulled = [](const bfs::path& path) -> std::unique_ptr<wchar_t[]>
- {
- const std::wstring& pathStr = path.native();
- std::unique_ptr<wchar_t[]> result(new wchar_t[pathStr.length() + 2]);
- size_t i = 0;
- for (const wchar_t ch : pathStr)
- result[i++] = ch;
- result[i++] = L'\0';
- result[i++] = L'\0';
- return result;
- };
- auto fromDNulled = makeDoubleNulled(from / L"*.*");
- auto toDNulled = makeDoubleNulled(to);
- SHFILEOPSTRUCTW fileOp;
- fileOp.hwnd = GetConsoleWindow();
- fileOp.wFunc = FO_MOVE;
- fileOp.pFrom = fromDNulled.get();
- fileOp.pTo = toDNulled.get();
- fileOp.fFlags = 0;
- fileOp.hNameMappings = nullptr;
- fileOp.lpszProgressTitle = nullptr;
- const int errorCode = SHFileOperationW(&fileOp);
- if (errorCode != 0) // TODO: Log error. User should try to move files.
- return false;
- else if (fileOp.fAnyOperationsAborted) // TODO: Log warn. User aborted operation. User should move files.
- return false;
- else if (!bfs::is_empty(from)) // TODO: Log warn. Some files not moved. User should try to move files.
- return false;
- if (bfs::current_path() == from)
- bfs::current_path(to);
- // TODO: Log fact that we moved files succefully.
- bfs::remove(from);
- return true;
- };
- // Retrieves the fully qualified path for the file that contains the specified module.
- // The module must have been loaded by the current process.
- // If this parameter is nullptr, retrieves the path of the executable file of the current process.
- auto getModulePath = [](HMODULE hModule) -> bfs::path
- {
- wchar_t exePathW[MAX_PATH];
- DWORD nSize = GetModuleFileNameW(hModule, exePathW, MAX_PATH);
- DWORD error = GetLastError();
- // WARN: Windows XP don't set ERROR_INSUFFICIENT_BUFFER error.
- if (nSize != 0 && error != ERROR_INSUFFICIENT_BUFFER)
- return bfs::path(std::wstring(exePathW, nSize));
- // TODO: Error handling
- return bfs::path();
- };
- // Moves one directory contents to another directory
- // Shows user the "moving file dialog" and ask to resolve conflicts.
- // It takes into account that 'from' path can contain current executable.
- // If necessary closes program and starts update script.
- auto advancedMoveDirIfExists = [getModulePath, moveDirIfExists](const bfs::path& from, const bfs::path& to) -> bool
- {
- const bfs::path executablePath = getModulePath(nullptr);
- // VCMI cann't determine executable path.
- // Use standard way to move directory and exit function.
- if (executablePath.empty())
- return moveDirIfExists(from, to);
- const bfs::path executableName = executablePath.filename();
- // Current executabl isn't in 'from' path.
- // Use standard way to move directory and exit function.
- if (!bfs::equivalent(executablePath, from / executableName))
- return moveDirIfExists(from, to);
- // Try standard way to move directory.
- // I don't know how other systems, but Windows 8.1 allow to move running executable.
- if (moveDirIfExists(from, to))
- return true;
- // Start copying script and exit program.
- if (StartBatchCopyDataProgram(from, to, executableName))
- exit(ERROR_SUCCESS);
- // Everything failed :C
- return false;
- };
- moveDirIfExists(oldUserSavePath(), userSavePath());
- advancedMoveDirIfExists(oldUserDataPath(), userDataPath());
- }
- bfs::path VCMIDirsWIN32::userDataPath() const
- {
- wchar_t profileDir[MAX_PATH];
- if (SHGetSpecialFolderPathW(nullptr, profileDir, CSIDL_MYDOCUMENTS, FALSE) != FALSE)
- return bfs::path(profileDir) / "My Games" / "vcmi";
- return ".";
- }
- bfs::path VCMIDirsWIN32::oldUserDataPath() const
- {
- wchar_t profileDir[MAX_PATH];
- if (SHGetSpecialFolderPathW(nullptr, profileDir, CSIDL_PROFILE, FALSE) == FALSE) // WinAPI way failed
- {
- #if defined(_MSC_VER) && _MSC_VER >= 1700
- wchar_t* buffer;
- size_t bufferSize;
- errno_t result = _wdupenv_s(&buffer, &bufferSize, L"userprofile");
- if (result == 0)
- {
- bfs::path result(std::wstring(buffer, bufferSize));
- free(buffer);
- return result;
- }
- #else
- const char* profileDirA;
- if ((profileDirA = std::getenv("userprofile"))) // STL way succeed
- return bfs::path(profileDirA) / "vcmi";
- #endif
- else
- return "."; // Every thing failed, return current directory.
- }
- else
- return bfs::path(profileDir) / "vcmi";
- //return dataPaths()[0] ???;
- }
- bfs::path VCMIDirsWIN32::oldUserSavePath() const { return userDataPath() / "Games"; }
- bfs::path VCMIDirsWIN32::userCachePath() const { return userDataPath(); }
- bfs::path VCMIDirsWIN32::userConfigPath() const { return userDataPath() / "config"; }
- std::vector<bfs::path> VCMIDirsWIN32::dataPaths() const
- {
- return std::vector<bfs::path>(1, bfs::path("."));
- }
- bfs::path VCMIDirsWIN32::clientPath() const { return binaryPath() / "VCMI_client.exe"; }
- bfs::path VCMIDirsWIN32::serverPath() const { return binaryPath() / "VCMI_server.exe"; }
- bfs::path VCMIDirsWIN32::libraryPath() const { return "."; }
- bfs::path VCMIDirsWIN32::binaryPath() const { return "."; }
- std::string VCMIDirsWIN32::libraryName(const std::string& basename) const { return basename + ".dll"; }
- #elif defined(VCMI_UNIX)
- class IVCMIDirsUNIX : public IVCMIDirs
- {
- public:
- boost::filesystem::path clientPath() const override;
- boost::filesystem::path serverPath() const override;
- virtual bool developmentMode() const;
- };
- bool IVCMIDirsUNIX::developmentMode() const
- {
- // We want to be able to run VCMI from single directory. E.g to run from build output directory
- return bfs::exists("AI") && bfs::exists("config") && bfs::exists("Mods") && bfs::exists("vcmiserver") && bfs::exists("vcmiclient");
- }
- bfs::path IVCMIDirsUNIX::clientPath() const { return binaryPath() / "vcmiclient"; }
- bfs::path IVCMIDirsUNIX::serverPath() const { return binaryPath() / "vcmiserver"; }
- #ifdef VCMI_APPLE
- class VCMIDirsApple : public IVCMIDirsUNIX
- {
- public:
- bfs::path userConfigPath() const override;
- std::string libraryName(const std::string& basename) const override;
- };
- bfs::path VCMIDirsApple::userConfigPath() const { return userDataPath() / "config"; }
- std::string VCMIDirsApple::libraryName(const std::string& basename) const { return "lib" + basename + ".dylib"; }
- #ifdef VCMI_IOS
- class VCMIDirsIOS final : public VCMIDirsApple
- {
- public:
- bfs::path userDataPath() const override;
- bfs::path userCachePath() const override;
- bfs::path userLogsPath() const override;
- std::vector<bfs::path> dataPaths() const override;
- bfs::path libraryPath() const override;
- bfs::path binaryPath() const override;
- };
- bfs::path VCMIDirsIOS::userDataPath() const { return {iOS_utils::documentsPath()}; }
- bfs::path VCMIDirsIOS::userCachePath() const { return {iOS_utils::cachesPath()}; }
- bfs::path VCMIDirsIOS::userLogsPath() const { return {iOS_utils::documentsPath()}; }
- std::vector<bfs::path> VCMIDirsIOS::dataPaths() const
- {
- std::vector<bfs::path> paths;
- paths.reserve(4);
- #ifdef VCMI_IOS_SIM
- paths.emplace_back(iOS_utils::hostApplicationSupportPath());
- #endif
- paths.emplace_back(userDataPath());
- paths.emplace_back(iOS_utils::documentsPath());
- paths.emplace_back(binaryPath());
- return paths;
- }
- bfs::path VCMIDirsIOS::libraryPath() const { return {iOS_utils::frameworksPath()}; }
- bfs::path VCMIDirsIOS::binaryPath() const { return {iOS_utils::bundlePath()}; }
- #elif defined(VCMI_MAC)
- class VCMIDirsOSX final : public VCMIDirsApple
- {
- public:
- boost::filesystem::path userDataPath() const override;
- boost::filesystem::path userCachePath() const override;
- boost::filesystem::path userLogsPath() const override;
- std::vector<boost::filesystem::path> dataPaths() const override;
- boost::filesystem::path libraryPath() const override;
- boost::filesystem::path binaryPath() const override;
- void init() override;
- };
- void VCMIDirsOSX::init()
- {
- // Call base (init dirs)
- IVCMIDirsUNIX::init();
- auto moveDirIfExists = [](const bfs::path& from, const bfs::path& to)
- {
- if (!bfs::is_directory(from))
- return; // Nothing to do here. Flies away.
- if (bfs::is_empty(from))
- {
- bfs::remove(from);
- return; // Nothing to do here. Flies away.
- }
- if (!bfs::is_directory(to))
- {
- // IVCMIDirs::init() should create all destination directories.
- // TODO: Log fact, that we shouldn't be here.
- bfs::create_directories(to);
- }
- for (bfs::directory_iterator file(from); file != bfs::directory_iterator(); ++file)
- {
- const boost::filesystem::path& srcFilePath = file->path();
- const boost::filesystem::path dstFilePath = to / srcFilePath.filename();
- // TODO: Aplication should ask user what to do when file exists:
- // replace/ignore/stop process/replace all/ignore all
- if (!boost::filesystem::exists(dstFilePath))
- bfs::rename(srcFilePath, dstFilePath);
- }
- if (!bfs::is_empty(from)); // TODO: Log warn. Some files not moved. User should try to move files.
- else
- bfs::remove(from);
- };
- moveDirIfExists(userDataPath() / "Games", userSavePath());
- }
- bfs::path VCMIDirsOSX::userDataPath() const
- {
- // 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
- const char* homeDir = getenv("HOME"); // Should be std::getenv?
- if (homeDir == nullptr)
- homeDir = ".";
- return bfs::path(homeDir) / "Library" / "Application Support" / "vcmi";
- }
- bfs::path VCMIDirsOSX::userCachePath() const { return userDataPath(); }
- bfs::path VCMIDirsOSX::userLogsPath() const
- {
- // TODO: use proper objc code from Foundation framework
- if(const auto homeDir = std::getenv("HOME"))
- return bfs::path{homeDir} / "Library" / "Logs" / "vcmi";
- return IVCMIDirsUNIX::userLogsPath();
- }
- std::vector<bfs::path> VCMIDirsOSX::dataPaths() const
- {
- std::vector<bfs::path> ret;
- //FIXME: need some proper codepath for detecting running from build output directory
- if(developmentMode())
- {
- ret.push_back(".");
- }
- else
- {
- ret.push_back("../Resources/Data");
- }
- return ret;
- }
- bfs::path VCMIDirsOSX::libraryPath() const { return "."; }
- bfs::path VCMIDirsOSX::binaryPath() const { return "."; }
- #endif // VCMI_IOS, VCMI_MAC
- #elif defined(VCMI_XDG)
- class VCMIDirsXDG : public IVCMIDirsUNIX
- {
- public:
- boost::filesystem::path userDataPath() const override;
- boost::filesystem::path userCachePath() const override;
- boost::filesystem::path userConfigPath() 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;
- };
- bfs::path VCMIDirsXDG::userDataPath() const
- {
- // $XDG_DATA_HOME, default: $HOME/.local/share
- const char* homeDir;
- if((homeDir = getenv("XDG_DATA_HOME")))
- return bfs::path(homeDir) / "vcmi";
- else if((homeDir = getenv("HOME")))
- return bfs::path(homeDir) / ".local" / "share" / "vcmi";
- else
- return ".";
- }
- bfs::path VCMIDirsXDG::userCachePath() const
- {
- // $XDG_CACHE_HOME, default: $HOME/.cache
- const char * tempResult;
- if ((tempResult = getenv("XDG_CACHE_HOME")))
- return bfs::path(tempResult) / "vcmi";
- else if ((tempResult = getenv("HOME")))
- return bfs::path(tempResult) / ".cache" / "vcmi";
- else
- return ".";
- }
- bfs::path VCMIDirsXDG::userConfigPath() const
- {
- // $XDG_CONFIG_HOME, default: $HOME/.config
- const char * tempResult;
- if ((tempResult = getenv("XDG_CONFIG_HOME")))
- return bfs::path(tempResult) / "vcmi";
- else if ((tempResult = getenv("HOME")))
- return bfs::path(tempResult) / ".config" / "vcmi";
- else
- return ".";
- }
- std::vector<bfs::path> VCMIDirsXDG::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;
- if(developmentMode())
- {
- //For now we'll disable usage of system directories when VCMI running from bin directory
- ret.push_back(".");
- }
- else
- {
- ret.push_back(M_DATA_DIR);
- const char * tempResult;
- if((tempResult = getenv("XDG_DATA_DIRS")) != nullptr)
- {
- std::string dataDirsEnv = tempResult;
- std::vector<std::string> dataDirs;
- boost::split(dataDirs, dataDirsEnv, boost::is_any_of(":"));
- for (auto & entry : boost::adaptors::reverse(dataDirs))
- ret.push_back(bfs::path(entry) / "vcmi");
- }
- else
- {
- ret.push_back(bfs::path("/usr/share") / "vcmi");
- ret.push_back(bfs::path("/usr/local/share") / "vcmi");
- }
- // Debian and other distributions might want to use it while it's not part of XDG
- ret.push_back(bfs::path("/usr/share/games") / "vcmi");
- }
- return ret;
- }
- bfs::path VCMIDirsXDG::libraryPath() const
- {
- if(developmentMode())
- return ".";
- else
- return M_LIB_DIR;
- }
- bfs::path VCMIDirsXDG::binaryPath() const
- {
- if(developmentMode())
- return ".";
- else
- return M_BIN_DIR;
- }
- std::string VCMIDirsXDG::libraryName(const std::string& basename) const { return "lib" + basename + ".so"; }
- #ifdef VCMI_ANDROID
- class VCMIDirsAndroid : public VCMIDirsXDG
- {
- std::string basePath;
- std::string internalPath;
- std::string nativePath;
- public:
- bfs::path fullLibraryPath(const std::string & desiredFolder, const std::string & baseLibName) const override;
- bfs::path libraryPath() const override;
- bfs::path userDataPath() const override;
- bfs::path userCachePath() const override;
- bfs::path userConfigPath() const override;
- std::vector<bfs::path> dataPaths() const override;
- void init() override;
- };
- bfs::path VCMIDirsAndroid::libraryPath() const { return nativePath; }
- bfs::path VCMIDirsAndroid::userDataPath() const { return basePath; }
- bfs::path VCMIDirsAndroid::userCachePath() const { return userDataPath() / "cache"; }
- bfs::path VCMIDirsAndroid::userConfigPath() const { return userDataPath() / "config"; }
- bfs::path VCMIDirsAndroid::fullLibraryPath(const std::string & desiredFolder, const std::string & baseLibName) const
- {
- // ignore passed folder (all libraries in android are dumped into a single folder)
- return libraryPath() / libraryName(baseLibName);
- }
- std::vector<bfs::path> VCMIDirsAndroid::dataPaths() const
- {
- std::vector<bfs::path> paths(2);
- paths.push_back(internalPath);
- paths.push_back(userDataPath());
- return paths;
- }
- void VCMIDirsAndroid::init()
- {
- // asks java code to retrieve needed paths from environment
- CAndroidVMHelper envHelper;
- basePath = envHelper.callStaticStringMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "dataRoot");
- internalPath = envHelper.callStaticStringMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "internalDataRoot");
- nativePath = envHelper.callStaticStringMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "nativePath");
- IVCMIDirs::init();
- }
- #endif // VCMI_ANDROID
- #endif // VCMI_APPLE, VCMI_XDG
- #endif // VCMI_WINDOWS, VCMI_UNIX
- // Getters for interfaces are separated for clarity.
- namespace VCMIDirs
- {
- const IVCMIDirs& get()
- {
- #ifdef VCMI_WINDOWS
- static VCMIDirsWIN32 singleton;
- #elif defined(VCMI_ANDROID)
- static VCMIDirsAndroid singleton;
- #elif defined(VCMI_XDG)
- static VCMIDirsXDG singleton;
- #elif defined(VCMI_MAC)
- static VCMIDirsOSX singleton;
- #elif defined(VCMI_IOS)
- static VCMIDirsIOS singleton;
- #endif
- static bool initialized = false;
- if (!initialized)
- {
- #ifdef VCMI_WINDOWS
- std::locale::global(boost::locale::generator().generate("en_US.UTF-8"));
- #endif
- boost::filesystem::path::imbue(std::locale());
- singleton.init();
- initialized = true;
- }
- return singleton;
- }
- }
- VCMI_LIB_NAMESPACE_END
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