Magic_Game/core/tools/Path.cpp

140 lines
3.6 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "..\e2dtool.h"
#include "..\e2dmodule.h"
#include <shlobj.h>
namespace easy2d
{
namespace
{
// 创建指定文件夹
bool CreateFolder(const std::wstring & dir_path)
{
if (dir_path.empty() || dir_path.size() >= MAX_PATH)
return false;
wchar_t tmp_dir_path[MAX_PATH] = { 0 };
size_t length = dir_path.length();
for (size_t i = 0; i < length; ++i)
{
tmp_dir_path[i] = dir_path.at(i);
if (tmp_dir_path[i] == L'\\' || tmp_dir_path[i] == L'/' || i == (length - 1))
{
if (::_waccess(tmp_dir_path, 0) != 0)
{
if (::_wmkdir(tmp_dir_path) != 0)
{
return false;
}
}
}
}
return true;
}
}
const std::wstring& Path::GetDataPath()
{
static std::wstring data_path;
if (data_path.empty())
{
// 设置数据的保存路径
std::wstring local_app_data_path = Path::GetLocalAppDataPath();
std::wstring title = Game::GetInstance()->GetTitle();
std::wstring folder_name = std::to_wstring(std::hash<std::wstring>{}(title));
if (!local_app_data_path.empty())
{
data_path.append(local_app_data_path)
.append(L"\\Easy2DGameData\\")
.append(folder_name)
.append(L"\\");
File file(data_path);
if (!file.Exists() && !CreateFolder(data_path))
{
data_path = L"";
}
}
data_path.append(L"Data.ini");
}
return data_path;
}
const std::wstring& Path::GetTemporaryPath()
{
static std::wstring temp_path;
if (temp_path.empty())
{
// 设置临时文件保存路径
wchar_t path[_MAX_PATH];
std::wstring title = Game::GetInstance()->GetTitle();
std::wstring folder_name = std::to_wstring(std::hash<std::wstring>{}(title));
if (0 != ::GetTempPath(_MAX_PATH, path))
{
temp_path.append(path)
.append(L"\\Easy2DGameTemp\\")
.append(folder_name)
.append(L"\\");
File file(temp_path);
if (!file.Exists() && !CreateFolder(temp_path))
{
temp_path = L"";
}
}
}
return temp_path;
}
const std::wstring& Path::GetLocalAppDataPath()
{
static std::wstring local_app_data_path;
if (local_app_data_path.empty())
{
// 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 std::wstring& Path::GetExeFilePath()
{
static std::wstring exe_file_path;
if (exe_file_path.empty())
{
TCHAR path[_MAX_PATH] = { 0 };
if (::GetModuleFileName(nullptr, path, _MAX_PATH) != 0)
{
exe_file_path = path;
}
}
return exe_file_path;
}
}