godot/editor/editor_paths.cpp
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

230 lines
8.0 KiB
C++

/*************************************************************************/
/* editor_paths.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/config/engine.h"
#include "core/config/project_settings.h"
#include "core/io/dir_access.h"
#include "core/os/os.h"
#include "main/main.h" // For `is_project_manager`.
EditorPaths *EditorPaths::singleton = nullptr;
bool EditorPaths::are_paths_valid() const {
return paths_valid;
}
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;
}
String EditorPaths::get_project_data_dir() const {
return project_data_dir;
}
bool EditorPaths::is_self_contained() const {
return self_contained;
}
String EditorPaths::get_self_contained_file() const {
return self_contained_file;
}
void EditorPaths::create() {
ERR_FAIL_COND(singleton != nullptr);
memnew(EditorPaths());
}
void EditorPaths::free() {
ERR_FAIL_COND(singleton == nullptr);
memdelete(singleton);
}
void EditorPaths::_bind_methods() {
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() {
singleton = this;
project_data_dir = ProjectSettings::get_singleton()->get_project_data_path();
// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
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.is_empty() && !config_path.is_empty() && !cache_path.is_empty());
ERR_FAIL_COND_MSG(!paths_valid, "Editor data, config, or cache paths are invalid.");
// Validate or create each dir and its relevant subdirectories.
DirAccessRef dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
// Data dir.
{
if (dir->change_dir(data_dir) != OK) {
dir->make_dir_recursive(data_dir);
if (dir->change_dir(data_dir) != OK) {
ERR_PRINT("Could not create editor data directory: " + data_dir);
paths_valid = false;
}
}
if (!dir->dir_exists("templates")) {
dir->make_dir("templates");
}
}
// Config dir.
{
if (dir->change_dir(config_dir) != OK) {
dir->make_dir_recursive(config_dir);
if (dir->change_dir(config_dir) != OK) {
ERR_PRINT("Could not create editor config directory: " + config_dir);
paths_valid = false;
}
}
if (!dir->dir_exists("text_editor_themes")) {
dir->make_dir("text_editor_themes");
}
if (!dir->dir_exists("script_templates")) {
dir->make_dir("script_templates");
}
if (!dir->dir_exists("feature_profiles")) {
dir->make_dir("feature_profiles");
}
}
// Cache dir.
{
if (dir->change_dir(cache_dir) != OK) {
dir->make_dir_recursive(cache_dir);
if (dir->change_dir(cache_dir) != OK) {
ERR_PRINT("Could not create editor cache directory: " + cache_dir);
paths_valid = false;
}
}
}
// Validate or create project-specific editor data dir,
// including shader cache subdir.
if (Main::is_project_manager() || Main::is_cmdline_tool()) {
// Nothing to create, use shared editor data dir for shader cache.
Engine::get_singleton()->set_shader_cache_path(data_dir);
} else {
DirAccessRef dir_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
if (dir_res->change_dir(project_data_dir) != OK) {
dir_res->make_dir_recursive(project_data_dir);
if (dir_res->change_dir(project_data_dir) != OK) {
ERR_PRINT("Could not create project data directory (" + project_data_dir + ") in: " + dir_res->get_current_dir());
paths_valid = false;
}
}
// Check that the project data directory '.gdignore' file exists
String project_data_gdignore_file_path = project_data_dir.plus_file(".gdignore");
if (!FileAccess::exists(project_data_gdignore_file_path)) {
// Add an empty .gdignore file to avoid scan.
FileAccessRef f = FileAccess::open(project_data_gdignore_file_path, FileAccess::WRITE);
if (f) {
f->store_line("");
f->close();
} else {
ERR_PRINT("Failed to create file " + project_data_gdignore_file_path);
}
}
Engine::get_singleton()->set_shader_cache_path(project_data_dir);
// Editor metadata dir.
if (!dir_res->dir_exists("editor")) {
dir_res->make_dir("editor");
}
// Imported assets dir.
String imported_files_path = ProjectSettings::get_singleton()->get_imported_files_path();
if (!dir_res->dir_exists(imported_files_path)) {
dir_res->make_dir(imported_files_path);
}
}
}