Magic_Game/core/Tool/Path.cpp

80 lines
1.7 KiB
C++

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