FConfigFile::FConfigFile (const FConfigFile &other) { Sections = CurrentSection = NULL; LastSectionPtr = &Sections; CurrentEntry = NULL; ChangePathName (other.PathName); *this = other; OkayToWrite = other.OkayToWrite; FileExisted = other.FileExisted; }
FConfigFile::FConfigFile (const char *pathname, void (*nosechandler)(const char *pathname, FConfigFile *config, void *userdata), void *userdata) { Sections = CurrentSection = NULL; LastSectionPtr = &Sections; CurrentEntry = NULL; ChangePathName (pathname); LoadConfigFile (nosechandler, userdata); OkayToWrite = true; FileExisted = true; }
FGameConfigFile::FGameConfigFile () { #ifdef __APPLE__ FString user_docs, user_app_support, local_app_support; #endif FString pathname; bMigrating = false; pathname = GetConfigPath (true); ChangePathName (pathname); LoadConfigFile (MigrateStub, NULL); if (!HaveSections ()) { // Config file not found; try the old one MigrateOldConfig (); } // If zdoom.ini was read from the program directory, switch // to the user directory now. If it was read from the user // directory, this effectively does nothing. pathname = GetConfigPath (false); ChangePathName (pathname); // Set default IWAD search paths if none present if (!SetSection ("IWADSearch.Directories")) { SetSection ("IWADSearch.Directories", true); SetValueForKey ("Path", ".", true); SetValueForKey ("Path", "$DOOMWADDIR", true); #ifdef __APPLE__ char cpath[PATH_MAX]; FSRef folder; if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { user_docs << cpath << "/" GAME_DIR; SetValueForKey("Path", user_docs, true); } else { SetValueForKey("Path", "~/" GAME_DIR, true); } if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { user_app_support << cpath << "/" GAME_DIR; SetValueForKey("Path", user_app_support, true); } SetValueForKey ("Path", "$PROGDIR", true); if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX)) { local_app_support << cpath << "/" GAME_DIR; SetValueForKey("Path", local_app_support, true); } #elif !defined(unix) SetValueForKey ("Path", "$HOME", true); SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", "~/" GAME_DIR, true); SetValueForKey ("Path", SHARE_DIR, true); #endif } // Set default search paths if none present if (!SetSection ("FileSearch.Directories")) { SetSection ("FileSearch.Directories", true); #ifdef __APPLE__ SetValueForKey ("Path", user_docs, true); SetValueForKey ("Path", user_app_support, true); SetValueForKey ("Path", "$PROGDIR", true); SetValueForKey ("Path", local_app_support, true); #elif !defined(unix) SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", SHARE_DIR, true); #endif SetValueForKey ("Path", "$DOOMWADDIR", true); } // Create auto-load sections, so users know what's available. // Note that this totem pole is the reverse of the order that // they will appear in the file. CreateSectionAtStart("Chex3.Autoload"); CreateSectionAtStart("Chex.Autoload"); CreateSectionAtStart("Strife.Autoload"); CreateSectionAtStart("HexenDemo.Autoload"); CreateSectionAtStart("HexenDK.Autoload"); CreateSectionAtStart("Hexen.Autoload"); CreateSectionAtStart("Heretic.Autoload"); CreateSectionAtStart("FreeDM.Autoload"); CreateSectionAtStart("Freedoom1.Autoload"); CreateSectionAtStart("Freedoom.Autoload"); CreateSectionAtStart("Plutonia.Autoload"); CreateSectionAtStart("TNT.Autoload"); CreateSectionAtStart("Doom2.Autoload"); CreateSectionAtStart("Doom1.Autoload"); CreateSectionAtStart("Doom.Autoload"); CreateSectionAtStart("Global.Autoload"); // The same goes for auto-exec files. CreateStandardAutoExec("Chex.AutoExec", true); CreateStandardAutoExec("Strife.AutoExec", true); CreateStandardAutoExec("Hexen.AutoExec", true); CreateStandardAutoExec("Heretic.AutoExec", true); CreateStandardAutoExec("Doom.AutoExec", true); // Move search paths back to the top. MoveSectionToStart("FileSearch.Directories"); MoveSectionToStart("IWADSearch.Directories"); // Add some self-documentation. SetSectionNote("IWADSearch.Directories", "# These are the directories to automatically search for IWADs.\n" "# Each directory should be on a separate line, preceded by Path=\n"); SetSectionNote("FileSearch.Directories", "# These are the directories to search for wads added with the -file\n" "# command line parameter, if they cannot be found with the path\n" "# as-is. Layout is the same as for IWADSearch.Directories\n"); SetSectionNote("Doom.AutoExec", "# Files to automatically execute when running the corresponding game.\n" "# Each file should be on its own line, preceded by Path=\n\n"); SetSectionNote("Global.Autoload", "# WAD files to always load. These are loaded after the IWAD but before\n" "# any files added with -file. Place each file on its own line, preceded\n" "# by Path=\n"); SetSectionNote("Doom.Autoload", "# Wad files to automatically load depending on the game and IWAD you are\n" "# playing. You may have have files that are loaded for all similar IWADs\n" "# (the game) and files that are only loaded for particular IWADs. For example,\n" "# any files listed under Doom.Autoload will be loaded for any version of Doom,\n" "# but files listed under Doom2.Autoload will only load when you are\n" "# playing Doom 2.\n\n"); }
FGameConfigFile::FGameConfigFile () { #ifdef __APPLE__ FString user_docs, user_app_support, local_app_support; M_GetMacSearchDirectories(user_docs, user_app_support, local_app_support); #endif FString pathname; OkayToWrite = false; // Do not allow saving of the config before DoGameSetup() bModSetup = false; pathname = GetConfigPath (true); ChangePathName (pathname); LoadConfigFile (); // If zdoom.ini was read from the program directory, switch // to the user directory now. If it was read from the user // directory, this effectively does nothing. pathname = GetConfigPath (false); ChangePathName (pathname); // Set default IWAD search paths if none present if (!SetSection ("IWADSearch.Directories")) { SetSection ("IWADSearch.Directories", true); SetValueForKey ("Path", ".", true); SetValueForKey ("Path", "$DOOMWADDIR", true); #ifdef __APPLE__ SetValueForKey ("Path", user_docs, true); SetValueForKey ("Path", user_app_support, true); SetValueForKey ("Path", "$PROGDIR", true); SetValueForKey ("Path", local_app_support, true); #elif !defined(__unix__) SetValueForKey ("Path", "$HOME", true); SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", "$HOME/" GAME_DIR, true); // Arch Linux likes them in /usr/share/doom // Debian likes them in /usr/share/games/doom // I assume other distributions don't do anything radically different SetValueForKey ("Path", "/usr/local/share/doom", true); SetValueForKey ("Path", "/usr/local/share/games/doom", true); SetValueForKey ("Path", "/usr/share/doom", true); SetValueForKey ("Path", "/usr/share/games/doom", true); #endif } // Set default search paths if none present if (!SetSection ("FileSearch.Directories")) { SetSection ("FileSearch.Directories", true); #ifdef __APPLE__ SetValueForKey ("Path", user_docs, true); SetValueForKey ("Path", user_app_support, true); SetValueForKey ("Path", "$PROGDIR", true); SetValueForKey ("Path", local_app_support, true); #elif !defined(__unix__) SetValueForKey ("Path", "$PROGDIR", true); #else SetValueForKey ("Path", "$HOME/" GAME_DIR, true); SetValueForKey ("Path", SHARE_DIR, true); SetValueForKey ("Path", "/usr/local/share/doom", true); SetValueForKey ("Path", "/usr/local/share/games/doom", true); SetValueForKey ("Path", "/usr/share/doom", true); SetValueForKey ("Path", "/usr/share/games/doom", true); #endif SetValueForKey ("Path", "$DOOMWADDIR", true); } // Set default search paths if none present if (!SetSection("SoundfontSearch.Directories")) { SetSection("SoundfontSearch.Directories", true); #ifdef __APPLE__ SetValueForKey("Path", user_docs + "/soundfonts", true); SetValueForKey("Path", user_docs + "/fm_banks", true); SetValueForKey("Path", user_app_support + "/soundfonts", true); SetValueForKey("Path", user_app_support + "/fm_banks", true); SetValueForKey("Path", "$PROGDIR/soundfonts", true); SetValueForKey("Path", "$PROGDIR/fm_banks", true); SetValueForKey("Path", local_app_support + "/soundfonts", true); SetValueForKey("Path", local_app_support + "/fm_banks", true); #elif !defined(__unix__) SetValueForKey("Path", "$PROGDIR/soundfonts", true); SetValueForKey("Path", "$PROGDIR/fm_banks", true); #else SetValueForKey("Path", "$HOME/" GAME_DIR "/soundfonts", true); SetValueForKey("Path", "$HOME/" GAME_DIR "/fm_banks", true); SetValueForKey("Path", "/usr/local/share/doom/soundfonts", true); SetValueForKey("Path", "/usr/local/share/doom/fm_banks", true); SetValueForKey("Path", "/usr/local/share/games/doom/soundfonts", true); SetValueForKey("Path", "/usr/local/share/games/doom/fm_banks", true); SetValueForKey("Path", "/usr/share/doom/soundfonts", true); SetValueForKey("Path", "/usr/share/doom/fm_banks", true); SetValueForKey("Path", "/usr/share/games/doom/soundfonts", true); SetValueForKey("Path", "/usr/share/games/doom/fm_banks", true); #endif } // Add some self-documentation. SetSectionNote("IWADSearch.Directories", "# These are the directories to automatically search for IWADs.\n" "# Each directory should be on a separate line, preceded by Path=\n"); SetSectionNote("FileSearch.Directories", "# These are the directories to search for wads added with the -file\n" "# command line parameter, if they cannot be found with the path\n" "# as-is. Layout is the same as for IWADSearch.Directories\n"); SetSectionNote("SoundfontSearch.Directories", "# These are the directories to search for soundfonts that let listed in the menu.\n" "# Layout is the same as for IWADSearch.Directories\n"); }