Magic_Game/core/Tool/Path.cpp

80 lines
1.7 KiB
C++

#include "..\e2dtool.h"
#include <shlobj.h>
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;
}