/*************************************************************************/ /* editor_paths.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "editor_paths.h" #include "core/os/dir_access.h" #include "core/os/os.h" EditorPaths *EditorPaths::singleton = nullptr; bool EditorPaths::are_paths_valid() const { return paths_valid; } String EditorPaths::get_settings_dir() const { return settings_dir; } String EditorPaths::get_data_dir() const { return data_dir; } String EditorPaths::get_config_dir() const { return config_dir; } String EditorPaths::get_cache_dir() const { return cache_dir; } bool EditorPaths::is_self_contained() const { return self_contained; } String EditorPaths::get_self_contained_file() const { return self_contained_file; } void EditorPaths::create(bool p_for_project_manager) { ERR_FAIL_COND(singleton != nullptr); memnew(EditorPaths(p_for_project_manager)); } void EditorPaths::free() { ERR_FAIL_COND(singleton == nullptr); memdelete(singleton); } void EditorPaths::_bind_methods() { ClassDB::bind_method(D_METHOD("get_settings_dir"), &EditorPaths::get_settings_dir); ClassDB::bind_method(D_METHOD("get_data_dir"), &EditorPaths::get_data_dir); ClassDB::bind_method(D_METHOD("get_config_dir"), &EditorPaths::get_config_dir); ClassDB::bind_method(D_METHOD("get_cache_dir"), &EditorPaths::get_cache_dir); ClassDB::bind_method(D_METHOD("is_self_contained"), &EditorPaths::is_self_contained); ClassDB::bind_method(D_METHOD("get_self_contained_file"), &EditorPaths::get_self_contained_file); } EditorPaths::EditorPaths(bool p_for_project_mamanger) { singleton = this; String exe_path = OS::get_singleton()->get_executable_path().get_base_dir(); { DirAccessRef d = DirAccess::create_for_path(exe_path); if (d->file_exists(exe_path + "/._sc_")) { self_contained = true; self_contained_file = exe_path + "/._sc_"; } else if (d->file_exists(exe_path + "/_sc_")) { self_contained = true; self_contained_file = exe_path + "/_sc_"; } } String data_path; String config_path; String cache_path; if (self_contained) { // editor is self contained, all in same folder data_path = exe_path; data_dir = data_path.plus_file("editor_data"); config_path = exe_path; config_dir = data_dir; cache_path = exe_path; cache_dir = data_dir.plus_file("cache"); } else { // Typically XDG_DATA_HOME or %APPDATA% data_path = OS::get_singleton()->get_data_path(); data_dir = data_path.plus_file(OS::get_singleton()->get_godot_dir_name()); // Can be different from data_path e.g. on Linux or macOS config_path = OS::get_singleton()->get_config_path(); config_dir = config_path.plus_file(OS::get_singleton()->get_godot_dir_name()); // Can be different from above paths, otherwise a subfolder of data_dir cache_path = OS::get_singleton()->get_cache_path(); if (cache_path == data_path) { cache_dir = data_dir.plus_file("cache"); } else { cache_dir = cache_path.plus_file(OS::get_singleton()->get_godot_dir_name()); } } paths_valid = (data_path != "" && config_path != "" && cache_path != ""); if (paths_valid) { DirAccessRef dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); if (dir->change_dir(data_dir) != OK) { dir->make_dir_recursive(data_dir); if (dir->change_dir(data_dir) != OK) { ERR_PRINT("Cannot create data directory!"); paths_valid = false; } } // Validate/create cache dir if (dir->change_dir(EditorPaths::get_singleton()->get_cache_dir()) != OK) { dir->make_dir_recursive(cache_dir); if (dir->change_dir(cache_dir) != OK) { ERR_PRINT("Cannot create cache directory!"); } } if (p_for_project_mamanger) { Engine::get_singleton()->set_shader_cache_path(get_data_dir()); } else { DirAccessRef dir2 = DirAccess::open("res://"); if (dir2->change_dir(".godot") != OK) { //ensure the .godot subdir exists if (dir2->make_dir(".godot") != OK) { ERR_PRINT("Cannot create res://.godot directory!"); } } Engine::get_singleton()->set_shader_cache_path("res://.godot"); } } }