#include "..\e2dtool.h" #include const e2d::String& e2d::Path::GetDataPath() { static String data_path; if (data_path.IsEmpty()) { // 设置数据的保存路径 String local_app_data_path = Path::GetLocalAppDataPath(); String title = Window::GetInstance()->GetTitle(); String folder_name = String::Parse(title.GetHash()); if (!local_app_data_path.IsEmpty()) { data_path = local_app_data_path + L"\\Easy2DGameData\\" << folder_name << L"\\"; File file(data_path); if (!file.Exists() && !File::CreateFolder(data_path)) { data_path = L""; } } data_path << L"Data.ini"; } return data_path; } const e2d::String& e2d::Path::GetTemporaryPath() { static String temp_path; if (temp_path.IsEmpty()) { // 设置临时文件保存路径 wchar_t path[_MAX_PATH]; String title = Window::GetInstance()->GetTitle(); String folder_name = String::Parse(title.GetHash()); if (0 != ::GetTempPath(_MAX_PATH, path)) { temp_path << path << L"\\Easy2DGameTemp\\" << folder_name << L"\\"; File file(temp_path); if (!file.Exists() && !File::CreateFolder(temp_path)) { temp_path = L""; } } } return temp_path; } const e2d::String& e2d::Path::GetLocalAppDataPath() { static String local_app_data_path; if (local_app_data_path.IsEmpty()) { // 获取 AppData/Local 文件夹的路径 wchar_t path[MAX_PATH] = { 0 }; ::SHGetFolderPath(NULL, CSIDL_LOCAL_APPDATA, NULL, SHGFP_TYPE_CURRENT, path); local_app_data_path = path; } return local_app_data_path; } const e2d::String& e2d::Path::GetExeFilePath() { static String exe_file_path; if (exe_file_path.IsEmpty()) { TCHAR path[_MAX_PATH] = { 0 }; if (::GetModuleFileName(nullptr, path, _MAX_PATH) != 0) { exe_file_path = path; } } return exe_file_path; }