mirror of https://github.com/libsdl-org/SDL.git
157 lines
4.5 KiB
C++
157 lines
4.5 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_FILESYSTEM_HAIKU
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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// System dependent filesystem routines
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extern "C" {
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#include "../SDL_sysfilesystem.h"
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}
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#include <kernel/image.h>
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#include <storage/Directory.h>
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#include <storage/Entry.h>
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#include <storage/FindDirectory.h>
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#include <storage/Path.h>
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char *SDL_SYS_GetBasePath(void)
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{
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char name[MAXPATHLEN];
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if (find_path(B_APP_IMAGE_SYMBOL, B_FIND_PATH_IMAGE_PATH, NULL, name, sizeof(name)) != B_OK) {
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return NULL;
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}
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BEntry entry(name, true);
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BPath path;
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status_t rc = entry.GetPath(&path); // (path) now has binary's path.
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SDL_assert(rc == B_OK);
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rc = path.GetParent(&path); // chop filename, keep directory.
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SDL_assert(rc == B_OK);
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const char *str = path.Path();
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SDL_assert(str != NULL);
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const size_t len = SDL_strlen(str);
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char *result = (char *) SDL_malloc(len + 2);
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if (result) {
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SDL_memcpy(result, str, len);
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result[len] = '/';
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result[len+1] = '\0';
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}
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return result;
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}
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char *SDL_SYS_GetPrefPath(const char *org, const char *app)
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{
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// !!! FIXME: is there a better way to do this?
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const char *home = SDL_GetEnvironmentVariable(SDL_GetEnvironment(), "HOME");
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const char *append = "/config/settings/";
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size_t len = SDL_strlen(home);
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if (!app) {
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SDL_InvalidParamError("app");
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return NULL;
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}
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if (!org) {
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org = "";
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}
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if (!len || (home[len - 1] == '/')) {
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++append; // home empty or ends with separator, skip the one from append
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}
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len += SDL_strlen(append) + SDL_strlen(org) + SDL_strlen(app) + 3;
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char *result = (char *) SDL_malloc(len);
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if (result) {
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if (*org) {
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SDL_snprintf(result, len, "%s%s%s/%s/", home, append, org, app);
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} else {
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SDL_snprintf(result, len, "%s%s%s/", home, append, app);
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}
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create_directory(result, 0700); // Haiku api: creates missing dirs
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}
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return result;
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}
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char *SDL_SYS_GetUserFolder(SDL_Folder folder)
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{
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const char *home = NULL;
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char *result;
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home = SDL_GetEnvironmentVariable(SDL_GetEnvironment(), "HOME");
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if (!home) {
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SDL_SetError("No $HOME environment variable available");
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return NULL;
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}
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switch (folder) {
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case SDL_FOLDER_HOME:
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result = (char *) SDL_malloc(SDL_strlen(home) + 2);
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if (!result) {
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return NULL;
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}
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if (SDL_snprintf(result, SDL_strlen(home) + 2, "%s/", home) < 0) {
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SDL_SetError("Couldn't snprintf home path for Haiku: %s", home);
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SDL_free(result);
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return NULL;
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}
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return result;
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// TODO: Is Haiku's desktop folder always ~/Desktop/ ?
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case SDL_FOLDER_DESKTOP:
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result = (char *) SDL_malloc(SDL_strlen(home) + 10);
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if (!result) {
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return NULL;
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}
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if (SDL_snprintf(result, SDL_strlen(home) + 10, "%s/Desktop/", home) < 0) {
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SDL_SetError("Couldn't snprintf desktop path for Haiku: %s/Desktop/", home);
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SDL_free(result);
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return NULL;
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}
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return result;
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case SDL_FOLDER_DOCUMENTS:
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case SDL_FOLDER_DOWNLOADS:
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case SDL_FOLDER_MUSIC:
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case SDL_FOLDER_PICTURES:
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case SDL_FOLDER_PUBLICSHARE:
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case SDL_FOLDER_SAVEDGAMES:
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case SDL_FOLDER_SCREENSHOTS:
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case SDL_FOLDER_TEMPLATES:
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case SDL_FOLDER_VIDEOS:
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default:
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SDL_SetError("Only HOME and DESKTOP available on Haiku");
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return NULL;
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}
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}
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#endif // SDL_FILESYSTEM_HAIKU
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