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author | Rémi Verschelde <rverschelde@gmail.com> | 2017-11-17 17:11:41 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-11-19 20:54:24 +0100 |
commit | 32c12a92a5633678921ee9e43f72eb3b59a635ed (patch) | |
tree | 17170a81fb6e47ee189a8bb86ff58a691e7ab142 /platform/windows | |
parent | ad199c396478a7165da1eb6909ccb28f124b0240 (diff) |
Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
Diffstat (limited to 'platform/windows')
-rw-r--r-- | platform/windows/os_windows.cpp | 55 | ||||
-rw-r--r-- | platform/windows/os_windows.h | 8 |
2 files changed, 53 insertions, 10 deletions
diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp index 8c290127a0..146e2e76ea 100644 --- a/platform/windows/os_windows.cpp +++ b/platform/windows/os_windows.cpp @@ -47,6 +47,7 @@ #include "servers/visual/visual_server_wrap_mt.h" #include "stream_peer_winsock.h" #include "tcp_server_winsock.h" +#include "version_generated.gen.h" #include "windows_terminal_logger.h" #include <process.h> @@ -2131,6 +2132,43 @@ MainLoop *OS_Windows::get_main_loop() const { return main_loop; } +String OS_Windows::get_config_path() const { + + if (has_environment("XDG_CONFIG_HOME")) { // unlikely, but after all why not? + return get_environment("XDG_CONFIG_HOME"); + } else if (has_environment("APPDATA")) { + return get_environment("APPDATA"); + } else { + return "."; + } +} + +String OS_Windows::get_data_path() const { + + if (has_environment("XDG_DATA_HOME")) { + return get_environment("XDG_DATA_HOME"); + } else { + return get_config_path(); + } +} + +String OS_Windows::get_cache_path() const { + + if (has_environment("XDG_CACHE_HOME")) { + return get_environment("XDG_CACHE_HOME"); + } else if (has_environment("TEMP")) { + return get_environment("TEMP"); + } else { + return get_config_path(); + } +} + +// Get properly capitalized engine name for system paths +String OS_Windows::get_godot_dir_name() const { + + return String(_MKSTR(VERSION_SHORT_NAME)).capitalize(); +} + String OS_Windows::get_system_dir(SystemDir p_dir) const { int id; @@ -2167,18 +2205,17 @@ String OS_Windows::get_system_dir(SystemDir p_dir) const { ERR_FAIL_COND_V(res != S_OK, String()); return String(szPath); } -String OS_Windows::get_user_data_dir() const { - String an = get_safe_application_name(); - if (an != "") { +String OS_Windows::get_user_data_dir() const { - if (has_environment("APPDATA")) { + String appname = get_safe_application_name(); + if (appname != "") { - bool use_godot = ProjectSettings::get_singleton()->get("application/config/use_shared_user_dir"); - if (!use_godot) - return (OS::get_singleton()->get_environment("APPDATA") + "/" + an).replace("\\", "/"); - else - return (OS::get_singleton()->get_environment("APPDATA") + "/Godot/app_userdata/" + an).replace("\\", "/"); + bool use_godot_dir = ProjectSettings::get_singleton()->get("application/config/use_shared_user_dir"); + if (use_godot_dir) { + return get_data_path().plus_file(get_godot_dir_name()).plus_file("app_userdata").plus_file(appname).replace("\\", "/"); + } else { + return get_data_path().plus_file(appname).replace("\\", "/"); } } diff --git a/platform/windows/os_windows.h b/platform/windows/os_windows.h index f3b8f0e5fd..5e0c240dba 100644 --- a/platform/windows/os_windows.h +++ b/platform/windows/os_windows.h @@ -253,8 +253,14 @@ public: virtual void enable_for_stealing_focus(ProcessID pid); virtual void move_window_to_foreground(); - virtual String get_user_data_dir() const; + + virtual String get_config_path() const; + virtual String get_data_path() const; + virtual String get_cache_path() const; + virtual String get_godot_dir_name() const; + virtual String get_system_dir(SystemDir p_dir) const; + virtual String get_user_data_dir() const; virtual void release_rendering_thread(); virtual void make_rendering_thread(); |