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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
259 lines
9.2 KiB
C++
259 lines
9.2 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/os/os.h"
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#include "main/main.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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String EditorPaths::get_project_data_dir() const {
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return project_data_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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String EditorPaths::get_export_templates_dir() const {
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return get_data_dir().path_join(export_templates_folder);
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}
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String EditorPaths::get_project_settings_dir() const {
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return get_project_data_dir().path_join("editor");
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}
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String EditorPaths::get_text_editor_themes_dir() const {
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return get_config_dir().path_join(text_editor_themes_folder);
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}
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String EditorPaths::get_script_templates_dir() const {
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return get_config_dir().path_join(script_templates_folder);
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}
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String EditorPaths::get_project_script_templates_dir() const {
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return GLOBAL_GET("editor/script/templates_search_path");
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}
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String EditorPaths::get_feature_profiles_dir() const {
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return get_config_dir().path_join(feature_profiles_folder);
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}
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void EditorPaths::create() {
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ERR_FAIL_COND(singleton != nullptr);
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memnew(EditorPaths());
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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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ClassDB::bind_method(D_METHOD("get_project_settings_dir"), &EditorPaths::get_project_settings_dir);
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}
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EditorPaths::EditorPaths() {
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singleton = this;
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project_data_dir = ProjectSettings::get_singleton()->get_project_data_path();
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// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
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String exe_path = OS::get_singleton()->get_executable_path().get_base_dir();
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// On macOS, look outside .app bundle, since .app bundle is read-only.
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if (OS::get_singleton()->has_feature("macos") && exe_path.ends_with("MacOS") && exe_path.path_join("..").simplify_path().ends_with("Contents")) {
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exe_path = exe_path.path_join("../../..").simplify_path();
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}
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{
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Ref<DirAccess> 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.path_join("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.path_join("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.path_join(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.path_join(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.path_join("cache");
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} else {
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cache_dir = cache_path.path_join(OS::get_singleton()->get_godot_dir_name());
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}
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}
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paths_valid = (!data_path.is_empty() && !config_path.is_empty() && !cache_path.is_empty());
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ERR_FAIL_COND_MSG(!paths_valid, "Editor data, config, or cache paths are invalid.");
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// Validate or create each dir and its relevant subdirectories.
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Ref<DirAccess> dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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// Data dir.
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{
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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("Could not create editor data directory: " + data_dir);
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paths_valid = false;
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}
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}
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if (!dir->dir_exists(export_templates_folder)) {
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dir->make_dir(export_templates_folder);
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}
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}
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// Config dir.
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{
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if (dir->change_dir(config_dir) != OK) {
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dir->make_dir_recursive(config_dir);
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if (dir->change_dir(config_dir) != OK) {
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ERR_PRINT("Could not create editor config directory: " + config_dir);
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paths_valid = false;
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}
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}
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if (!dir->dir_exists(text_editor_themes_folder)) {
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dir->make_dir(text_editor_themes_folder);
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}
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if (!dir->dir_exists(script_templates_folder)) {
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dir->make_dir(script_templates_folder);
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}
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if (!dir->dir_exists(feature_profiles_folder)) {
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dir->make_dir(feature_profiles_folder);
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}
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}
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// Cache dir.
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{
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if (dir->change_dir(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("Could not create editor cache directory: " + cache_dir);
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paths_valid = false;
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}
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}
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}
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// Validate or create project-specific editor data dir,
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// including shader cache subdir.
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if (Engine::get_singleton()->is_project_manager_hint() || Main::is_cmdline_tool()) {
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// Nothing to create, use shared editor data dir for shader cache.
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Engine::get_singleton()->set_shader_cache_path(data_dir);
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} else {
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Ref<DirAccess> dir_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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if (dir_res->change_dir(project_data_dir) != OK) {
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dir_res->make_dir_recursive(project_data_dir);
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if (dir_res->change_dir(project_data_dir) != OK) {
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ERR_PRINT("Could not create project data directory (" + project_data_dir + ") in: " + dir_res->get_current_dir());
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paths_valid = false;
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}
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}
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// Check that the project data directory '.gdignore' file exists
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String project_data_gdignore_file_path = project_data_dir.path_join(".gdignore");
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if (!FileAccess::exists(project_data_gdignore_file_path)) {
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// Add an empty .gdignore file to avoid scan.
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Ref<FileAccess> f = FileAccess::open(project_data_gdignore_file_path, FileAccess::WRITE);
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if (f.is_valid()) {
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f->store_line("");
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} else {
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ERR_PRINT("Failed to create file " + project_data_gdignore_file_path);
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}
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}
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Engine::get_singleton()->set_shader_cache_path(project_data_dir);
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// Editor metadata dir.
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if (!dir_res->dir_exists("editor")) {
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dir_res->make_dir("editor");
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}
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// Imported assets dir.
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String imported_files_path = ProjectSettings::get_singleton()->get_imported_files_path();
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if (!dir_res->dir_exists(imported_files_path)) {
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dir_res->make_dir(imported_files_path);
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}
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}
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}
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