Magic_Game/core/Tool/Path.cpp

189 lines
4.0 KiB
C++

#include "..\e2dtool.h"
#include <algorithm>
#include <commdlg.h>
#define DEFINE_KNOWN_FOLDER(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
EXTERN_C const GUID DECLSPEC_SELECTANY name \
= { l, w1, w2,{ b1, b2, b3, b4, b5, b6, b7, b8 } }
DEFINE_KNOWN_FOLDER(FOLDERID_LocalAppData, 0xF1B32785, 0x6FBA, 0x4FCF, 0x9D, 0x55, 0x7B, 0x8E, 0x7F, 0x15, 0x70, 0x91);
static e2d::String s_sLocalAppDataPath;
static e2d::String s_sTempPath;
static e2d::String s_sDefaultSavePath;
bool e2d::Path::__init()
{
// 获取 AppData\Local 文件夹的路径
typedef HRESULT(WINAPI* pFunSHGetKnownFolderPath)(const GUID& rfid, DWORD dwFlags, HANDLE hToken, PWSTR *ppszPath);
PWSTR pszPath = NULL;
HMODULE hModule = LoadLibrary(L"shell32.dll");
pFunSHGetKnownFolderPath SHGetKnownFolderPath = (pFunSHGetKnownFolderPath)GetProcAddress(hModule, "SHGetKnownFolderPath");
HRESULT hr = SHGetKnownFolderPath(FOLDERID_LocalAppData, 0, NULL, &pszPath);
if (SUCCEEDED(hr))
{
s_sLocalAppDataPath = pszPath;
CoTaskMemFree(pszPath);
}
else
{
WARN_IF(true, "Cannot get local AppData path!");
}
// 获取游戏名称
String sGameName = Game::getName();
// 获取默认保存路径
bool bInitSavePath = false;
do
{
String localAppPath = s_sLocalAppDataPath;
if (localAppPath.isEmpty())
{
break;
}
else
{
s_sDefaultSavePath = localAppPath;
}
localAppPath << L"\\Easy2DGameData";
if (Path::createFolder(localAppPath))
{
s_sDefaultSavePath = localAppPath;
}
else
{
break;
}
if (!sGameName.isEmpty())
{
localAppPath << L"\\" << sGameName;
// 创建文件夹
if (Path::createFolder(localAppPath))
{
s_sDefaultSavePath = localAppPath;
}
}
s_sDefaultSavePath << L"\\";
bInitSavePath = true;
} while (0);
// 获取临时文件目录
bool bInitTempPath = false;
do
{
wchar_t path[_MAX_PATH];
if (0 == ::GetTempPath(_MAX_PATH, path))
{
break;
}
else
{
s_sTempPath = path;
}
// 创建临时文件目录
String tempPath;
tempPath << s_sTempPath << L"\\Easy2DGameTemp";
// 创建文件夹
if (Path::createFolder(tempPath))
{
s_sTempPath = path;
}
else
{
break;
}
if (!sGameName.isEmpty())
{
tempPath << L"\\" << sGameName;
// 创建文件夹
if (Path::createFolder(tempPath))
{
s_sTempPath = tempPath;
}
}
s_sTempPath << L"\\";
bInitTempPath = true;
} while (0);
return SUCCEEDED(hr) && bInitSavePath && bInitTempPath;
}
e2d::String e2d::Path::getTempPath()
{
return s_sTempPath;
}
e2d::String e2d::Path::getDefaultSavePath()
{
return s_sDefaultSavePath;
}
e2d::String e2d::Path::getFileExtension(String filePath)
{
String fileExtension;
// 找到文件名中的最后一个 '.' 的位置
size_t pos = filePath.getWString().find_last_of(L'.');
// 判断 pos 是否是有效位置
if (pos != std::wstring::npos)
{
// 截取扩展名
fileExtension = filePath.subtract(static_cast<int>(pos));
// 转换为小写字母
fileExtension = fileExtension.toLower();
}
return fileExtension;
}
e2d::String e2d::Path::getSaveFilePath(const String title, const String defExt)
{
// 弹出保存对话框
OPENFILENAME ofn = { 0 };
wchar_t strFilename[MAX_PATH] = { 0 }; // 用于接收文件名
ofn.lStructSize = sizeof(OPENFILENAME); // 结构体大小
ofn.hwndOwner = Window::getHWnd(); // 窗口句柄
ofn.lpstrFilter = L"所有文件\0*.*\0\0"; // 设置过滤
ofn.nFilterIndex = 1; // 过滤器索引
ofn.lpstrFile = strFilename; // 接收返回的文件路径和文件名
ofn.nMaxFile = sizeof(strFilename); // 缓冲区长度
ofn.lpstrInitialDir = NULL; // 初始目录为默认
ofn.Flags = OFN_PATHMUSTEXIST | OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT;
ofn.lpstrTitle = title; // 标题
ofn.lpstrDefExt = defExt; // 默认追加的扩展名
if (GetSaveFileName(&ofn))
{
return strFilename;
}
return L"";
}
bool e2d::Path::createFolder(String strDirPath)
{
if (strDirPath.isEmpty())
{
WARN_IF(true, "Path::createFolder Failed: Invalid directory path!");
return false;
}
if (-1 == ::_waccess(strDirPath, 0))
{
if (0 != ::_wmkdir(strDirPath))
{
return false;
}
}
return true;
}