forked from Green-Sky/tomato
141 lines
4.1 KiB
C++
141 lines
4.1 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#ifdef SDL_FILESYSTEM_XBOX
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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/* System dependent filesystem routines */
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#include "../../core/windows/SDL_windows.h"
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#include "SDL_hints.h"
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#include "SDL_system.h"
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#include "SDL_filesystem.h"
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#include <XGameSaveFiles.h>
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char *
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SDL_GetBasePath(void)
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{
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/* NOTE: This function is a UTF8 version of the Win32 SDL_GetBasePath()!
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* The GDK actually _recommends_ the 'A' functions over the 'W' functions :o
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*/
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DWORD buflen = 128;
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CHAR *path = NULL;
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DWORD len = 0;
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int i;
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while (SDL_TRUE) {
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void *ptr = SDL_realloc(path, buflen * sizeof(CHAR));
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if (ptr == NULL) {
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SDL_free(path);
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SDL_OutOfMemory();
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return NULL;
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}
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path = (CHAR *)ptr;
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len = GetModuleFileNameA(NULL, path, buflen);
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/* if it truncated, then len >= buflen - 1 */
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/* if there was enough room (or failure), len < buflen - 1 */
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if (len < buflen - 1) {
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break;
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}
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/* buffer too small? Try again. */
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buflen *= 2;
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}
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if (len == 0) {
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SDL_free(path);
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WIN_SetError("Couldn't locate our .exe");
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return NULL;
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}
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for (i = len - 1; i > 0; i--) {
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if (path[i] == '\\') {
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break;
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}
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}
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SDL_assert(i > 0); /* Should have been an absolute path. */
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path[i + 1] = '\0'; /* chop off filename. */
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return path;
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}
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char *
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SDL_GetPrefPath(const char *org, const char *app)
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{
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XUserHandle user = NULL;
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XAsyncBlock block = { 0 };
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char *folderPath;
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HRESULT result;
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const char *csid = SDL_GetHint("SDL_GDK_SERVICE_CONFIGURATION_ID");
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if (app == NULL) {
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SDL_InvalidParamError("app");
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return NULL;
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}
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/* This should be set before calling SDL_GetPrefPath! */
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if (csid == NULL) {
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SDL_LogWarn(SDL_LOG_CATEGORY_SYSTEM, "Set SDL_GDK_SERVICE_CONFIGURATION_ID before calling SDL_GetPrefPath!");
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return SDL_strdup("T:\\");
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}
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if (SDL_GDKGetDefaultUser(&user) < 0) {
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/* Error already set, just return */
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return NULL;
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}
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if (FAILED(result = XGameSaveFilesGetFolderWithUiAsync(user, csid, &block))) {
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WIN_SetErrorFromHRESULT("XGameSaveFilesGetFolderWithUiAsync", result);
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return NULL;
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}
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folderPath = (char*) SDL_malloc(MAX_PATH);
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do {
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result = XGameSaveFilesGetFolderWithUiResult(&block, MAX_PATH, folderPath);
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} while (result == E_PENDING);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT("XGameSaveFilesGetFolderWithUiResult", result);
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SDL_free(folderPath);
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return NULL;
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}
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/* We aren't using 'app' here because the container rules are a lot more
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* strict than the NTFS rules, so it will most likely be invalid :(
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*/
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SDL_strlcat(folderPath, "\\SDLPrefPath\\", MAX_PATH);
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if (CreateDirectoryA(folderPath, NULL) == FALSE) {
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if (GetLastError() != ERROR_ALREADY_EXISTS) {
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WIN_SetError("CreateDirectoryA");
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SDL_free(folderPath);
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return NULL;
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}
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}
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return folderPath;
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}
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#endif /* SDL_FILESYSTEM_XBOX */
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/* vi: set ts=4 sw=4 expandtab: */
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