Paths::Paths(const CmdLineArgs& args) { m_root = Root(args.GetArg0()); #ifdef INSTALLED_DATADIR m_rdata = OsPath(STRINGIZE(INSTALLED_DATADIR))/""; #else m_rdata = m_root/"data"/""; #endif const char* subdirectoryName = args.Has("writableRoot")? 0 : "0ad"; // everything is a subdirectory of the root if(!subdirectoryName) { m_data = m_rdata; m_config = m_data/"config"/""; m_cache = m_data/"cache"/""; m_logs = m_root/"logs"/""; } else { #if OS_WIN const OsPath appdata = wutil_AppdataPath() / subdirectoryName/""; m_data = appdata/"data"/""; m_config = appdata/"config"/""; m_cache = appdata/"cache"/""; m_logs = appdata/"logs"/""; #else const char* envHome = getenv("HOME"); ENSURE(envHome); const OsPath home(envHome); const OsPath xdgData = XDG_Path("XDG_DATA_HOME", home, home/".local/share/") / subdirectoryName; const OsPath xdgConfig = XDG_Path("XDG_CONFIG_HOME", home, home/".config/" ) / subdirectoryName; const OsPath xdgCache = XDG_Path("XDG_CACHE_HOME", home, home/".cache/" ) / subdirectoryName; m_data = xdgData/""; m_cache = xdgCache/""; m_config = xdgConfig/"config"/""; m_logs = xdgConfig/"logs"/""; #endif } }
Paths::Paths(const CmdLineArgs& args) { m_root = Root(args.GetArg0()); m_rdata = RootData(args.GetArg0()); const char* subdirectoryName = args.Has("writableRoot")? 0 : "0ad"; if(!subdirectoryName) { // Note: if writableRoot option is passed to the game, then // all the data is a subdirectory of the root m_gameData = m_rdata; m_userData = m_gameData; m_config = m_gameData / "config"/""; m_cache = m_gameData / "cache"/""; m_logs = m_root / "logs"/""; } else // OS-specific path handling { #if OS_ANDROID const OsPath appdata = OsPath("/sdcard/0ad/appdata"); // We don't make the game vs. user data distinction on Android m_gameData = appdata/"data"/""; m_userData = m_gameData; m_config = appdata/"config"/""; m_cache = appdata/"cache"/""; m_logs = appdata/"logs"/""; #elif OS_WIN /* For reasoning behind our Windows paths, see the discussion here: * http://www.wildfiregames.com/forum/index.php?showtopic=14759 * * Summary: * 1. Local appdata: for bulky unfriendly data like the cache, * which can be recreated if deleted; doesn't need backing up. * 2. Roaming appdata: for slightly less unfriendly data like config * files that might theoretically be shared between different * machines on a domain. * 3. Personal / My Documents: for data explicitly created by the user, * and which should be visible and easily accessed. We use a non- * localized My Games subfolder for improved organization. */ // %localappdata%/0ad/ const OsPath localAppdata = wutil_LocalAppdataPath() / subdirectoryName/""; // %appdata%/0ad/ const OsPath roamingAppData = wutil_RoamingAppdataPath() / subdirectoryName/""; // My Documents/My Games/0ad/ const OsPath personalData = wutil_PersonalPath() / "My Games" / subdirectoryName/""; m_cache = localAppdata / "cache"/""; m_gameData = roamingAppData / "data"/""; m_userData = personalData/""; m_config = roamingAppData / "config"/""; m_logs = localAppdata / "logs"/""; #elif OS_MACOSX /* For reasoning behind our OS X paths, see the discussion here: * http://www.wildfiregames.com/forum/index.php?showtopic=15511 * * Summary: * 1. Application Support: most data associated with the app * should be stored here, with few exceptions (e.g. temporary * data, cached data, and managed media files). * 2. Caches: used for non-critial app data that can be easily * regenerated if this directory is deleted. It is not * included in backups by default. * * Note: the paths returned by osx_Get*Path are not guaranteed to exist, * but that's OK since we always create them on demand. */ // We probably want to use the same subdirectoryName regardless // of whether running a bundle or from SVN. Apple recommends using // company name, bundle name or bundle identifier. OsPath appSupportPath; // ~/Library/Application Support/0ad OsPath cachePath; // ~/Library/Caches/0ad { std::string path = osx_GetAppSupportPath(); ENSURE(!path.empty()); appSupportPath = OsPath(path) / subdirectoryName; } { std::string path = osx_GetCachesPath(); ENSURE(!path.empty()); cachePath = OsPath(path) / subdirectoryName; } // We don't make the game vs. user data distinction on OS X m_gameData = appSupportPath /""; m_userData = m_gameData; m_cache = cachePath/""; m_config = appSupportPath / "config"/""; m_logs = appSupportPath / "logs"/""; #else // OS_UNIX const char* envHome = getenv("HOME"); ENSURE(envHome); const OsPath home(envHome); const OsPath xdgData = XDG_Path("XDG_DATA_HOME", home, home/".local/share/") / subdirectoryName; const OsPath xdgConfig = XDG_Path("XDG_CONFIG_HOME", home, home/".config/" ) / subdirectoryName; const OsPath xdgCache = XDG_Path("XDG_CACHE_HOME", home, home/".cache/" ) / subdirectoryName; // We don't make the game vs. user data distinction on Unix m_gameData = xdgData/""; m_userData = m_gameData; m_cache = xdgCache/""; m_config = xdgConfig / "config"/""; m_logs = xdgConfig / "logs"/""; #endif } }