forked from Mirrors/openclonk
100 lines
2.2 KiB
C++
100 lines
2.2 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 2011 Armin Burgmeier
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*
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* Portions might be copyrighted by other authors who have contributed
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* to OpenClonk.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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* See isc_license.txt for full license and disclaimer.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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* See clonk_trademark_license.txt for full license.
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*/
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#include <C4Include.h>
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#include <C4Reloc.h>
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#include <C4Config.h>
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#include <C4Application.h>
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C4Reloc Reloc; // singleton
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void C4Reloc::Init()
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{
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Paths.clear();
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// TODO: On Linux, we might not always want to have ExePath (= working directory)
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// here. It's handy for development so that we can easily run the engine in planet/
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// but for distribution it might make sense to disable it.
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// TODO: We might also want to add ExePath/planet if it exists, so that we don't
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// need to run the engine in planet/.
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#ifdef USE_COCOA
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AddPath(::Application.GetGameDataPath().getData());
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#else
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AddPath(Config.General.ExePath.getData());
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#endif
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AddPath(Config.General.UserDataPath);
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#ifndef USE_COCOA
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AddPath(Config.General.SystemDataPath);
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#endif
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}
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bool C4Reloc::AddPath(const char* path)
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{
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if(!IsGlobalPath(path))
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return false;
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if(std::find(Paths.begin(), Paths.end(), path) != Paths.end())
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return false;
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Paths.push_back(StdCopyStrBuf(path));
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return true;
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}
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C4Reloc::iterator C4Reloc::begin() const
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{
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return Paths.begin();
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}
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C4Reloc::iterator C4Reloc::end() const
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{
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return Paths.end();
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}
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bool C4Reloc::Open(C4Group& hGroup, const char* filename) const
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{
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if(IsGlobalPath(filename)) return hGroup.Open(filename);
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for(iterator iter = begin(); iter != end(); ++iter)
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if(hGroup.Open((*iter + DirSep + filename).getData()))
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return true;
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return false;
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}
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bool C4Reloc::LocateItem(const char* filename, StdStrBuf& str) const
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{
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if(IsGlobalPath(filename))
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{
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str.Copy(filename);
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return true;
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}
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for(iterator iter = begin(); iter != end(); ++iter)
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{
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str.Copy(*iter + DirSep + filename);
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if(ItemExists(str.getData()))
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return true;
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}
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return false;
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}
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