#include "..\e2dtool.h" #include e2d::String e2d::Path::getDataPath() { static String dataPath; if (dataPath.isEmpty()) { // 设置数据的保存路径 String localAppDataPath = Path::getLocalAppDataPath(); String title = Window::getInstance()->getTitle(); String folderName = String::parse(title.hash()); if (!localAppDataPath.isEmpty()) { dataPath = localAppDataPath + L"\\Easy2DGameData\\" << folderName << L"\\"; File file(dataPath); if (!file.exists() && !File::createFolder(dataPath)) { dataPath = L""; } } dataPath << L"Data.ini"; } return dataPath; } e2d::String e2d::Path::getTempPath() { static String tempPath; if (tempPath.isEmpty()) { // 设置临时文件保存路径 wchar_t path[_MAX_PATH]; String title = Window::getInstance()->getTitle(); String folderName = String::parse(title.hash()); if (0 != ::GetTempPath(_MAX_PATH, path)) { tempPath << path << L"\\Easy2DGameTemp\\" << folderName << L"\\"; File file(tempPath); if (!file.exists() && !File::createFolder(tempPath)) { tempPath = L""; } } } return tempPath; } e2d::String e2d::Path::getLocalAppDataPath() { static String localAppDataPath; if (localAppDataPath.isEmpty()) { // 获取 AppData/Local 文件夹的路径 WCHAR strPath[MAX_PATH] = { 0 }; ::SHGetFolderPath(NULL, CSIDL_LOCAL_APPDATA, NULL, SHGFP_TYPE_CURRENT, strPath); localAppDataPath = strPath; } return localAppDataPath; } e2d::String e2d::Path::getCurrentFilePath() { static String currFilePath; if (currFilePath.isEmpty()) { TCHAR szPath[_MAX_PATH] = { 0 }; if (::GetModuleFileName(nullptr, szPath, _MAX_PATH) != 0) { currFilePath = szPath; } } return currFilePath; }