godot/editor/editor_paths.cpp
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00

153 lines
5.8 KiB
C++

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