view src/core/filesystem.cc @ 137:69db40272acd

dep/animia: [WIP] huge refactor this WILL NOT compile, because lots of code has been changed and every API in the original codebase has been removed. note that this api setup is not exactly permanent...
author Paper <mrpapersonic@gmail.com>
date Fri, 10 Nov 2023 13:52:47 -0500
parents 7d3ad9529c4c
children 28842a8d0c6b
line wrap: on
line source

#ifdef WIN32
#	include <shlobj.h>
#elif defined(MACOSX)
#	include "sys/osx/filesystem.h"
#elif defined(__linux__)
#	include <pwd.h>
#	include <sys/types.h>
#endif

#ifdef WIN32
#	define DELIM "\\"
#else
#	define DELIM "/"
#	include <errno.h>
#	include <unistd.h>
#	include <sys/stat.h>
#endif

#include "core/filesystem.h"
#include "core/config.h"
#include "core/strings.h"
#include <filesystem>
#include <limits.h>

namespace Filesystem {

/* this runs fs::create_directories() on the
   PARENT directory. */
void CreateDirectories(const std::filesystem::path& path) {
	std::filesystem::create_directories(path.parent_path());
}

std::filesystem::path GetDotPath() {
#ifdef WIN32
	std::filesystem::path path;
	wchar_t* buf;
	if (SHGetKnownFolderPath(FOLDERID_RoamingAppData, KF_FLAG_CREATE, NULL, &buf) == S_OK)
		path = buf;
	else
		return std::filesystem::path();
	CoTaskMemFree(buf);
	return path / CONFIG_DIR;
#elif defined(MACOSX)
	return std::filesystem::path(osx::GetApplicationSupportDirectory()) / CONFIG_DIR;
#else // just assume POSIX
	const char* home = getenv("HOME");
	if (home != NULL)
		path = home;
#	ifdef __linux__
	else
		path = getpwuid(getuid())->pw_dir;
#	endif // __linux__
	if (!path.empty())
		return path / ".config";
	else
		return std::filesystem::path();
#endif     // !WIN32 && !MACOSX
}

std::filesystem::path GetConfigPath() {
	return GetDotPath() / CONFIG_NAME;
}

std::filesystem::path GetPlayersPath() {
	return GetDotPath() / "recognition" / "players.json";
}

std::filesystem::path GetExtensionsPath() {
	return GetDotPath() / "recognition" / "extensions.json";
}

std::filesystem::path GetAnimeDBPath() {
	return GetDotPath() / "anime" / "db.json";
}

} // namespace Filesystem