194 lines
6.9 KiB
C++
194 lines
6.9 KiB
C++
/**************************************************************************/
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/* godotsharp_dirs.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "godotsharp_dirs.h"
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/os/os.h"
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#ifdef TOOLS_ENABLED
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#include "core/version.h"
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#include "editor/editor_paths.h"
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#endif
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#ifdef ANDROID_ENABLED
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#include "mono_gd/support/android_support.h"
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#endif
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#include "mono_gd/gd_mono.h"
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namespace GodotSharpDirs {
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String _get_expected_build_config() {
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#ifdef TOOLS_ENABLED
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return "Debug";
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#else
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#ifdef DEBUG_ENABLED
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return "ExportDebug";
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#else
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return "ExportRelease";
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#endif
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#endif
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}
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String _get_mono_user_dir() {
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#ifdef TOOLS_ENABLED
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if (EditorPaths::get_singleton()) {
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return EditorPaths::get_singleton()->get_data_dir().path_join("mono");
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} else {
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String settings_path = OS::get_singleton()->get_data_path().path_join(OS::get_singleton()->get_godot_dir_name());
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// Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir.
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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Ref<DirAccess> d = DirAccess::create_for_path(exe_dir);
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if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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// contain yourself
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settings_path = exe_dir.path_join("editor_data");
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}
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// On macOS, look outside .app bundle, since .app bundle is read-only.
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// Note: This will not work if Gatekeeper path randomization is active.
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if (OS::get_singleton()->has_feature("macos") && exe_dir.ends_with("MacOS") && exe_dir.path_join("..").simplify_path().ends_with("Contents")) {
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exe_dir = exe_dir.path_join("../../..").simplify_path();
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d = DirAccess::create_for_path(exe_dir);
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if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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// contain yourself
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settings_path = exe_dir.path_join("editor_data");
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}
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}
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return settings_path.path_join("mono");
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}
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#else
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return OS::get_singleton()->get_user_data_dir().path_join("mono");
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#endif
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}
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class _GodotSharpDirs {
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public:
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String res_metadata_dir;
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String res_temp_assemblies_dir;
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String mono_user_dir;
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String api_assemblies_dir;
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#ifdef TOOLS_ENABLED
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String build_logs_dir;
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String data_editor_tools_dir;
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#endif
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private:
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_GodotSharpDirs() {
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String res_data_dir = ProjectSettings::get_singleton()->get_project_data_path().path_join("mono");
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res_metadata_dir = res_data_dir.path_join("metadata");
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// TODO use paths from csproj
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res_temp_assemblies_dir = res_data_dir.path_join("temp").path_join("bin").path_join(_get_expected_build_config());
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#ifdef WEB_ENABLED
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mono_user_dir = "user://";
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#else
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mono_user_dir = _get_mono_user_dir();
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#endif
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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String res_dir = OS::get_singleton()->get_bundle_resource_dir();
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#ifdef TOOLS_ENABLED
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String data_dir_root = exe_dir.path_join("GodotSharp");
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data_editor_tools_dir = data_dir_root.path_join("Tools");
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String api_assemblies_base_dir = data_dir_root.path_join("Api");
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build_logs_dir = mono_user_dir.path_join("build_logs");
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#ifdef MACOS_ENABLED
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if (!DirAccess::exists(data_editor_tools_dir)) {
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data_editor_tools_dir = res_dir.path_join("GodotSharp").path_join("Tools");
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}
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if (!DirAccess::exists(api_assemblies_base_dir)) {
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api_assemblies_base_dir = res_dir.path_join("GodotSharp").path_join("Api");
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}
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#endif
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api_assemblies_dir = api_assemblies_base_dir.path_join(GDMono::get_expected_api_build_config());
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#else // TOOLS_ENABLED
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String arch = Engine::get_singleton()->get_architecture_name();
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String appname = GLOBAL_GET("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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String data_dir_root = exe_dir.path_join("data_" + appname_safe + "_" + arch);
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = exe_dir.path_join("data_Godot_" + arch);
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}
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#ifdef MACOS_ENABLED
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = res_dir.path_join("data_" + appname_safe + "_" + arch);
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}
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = res_dir.path_join("data_Godot_" + arch);
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}
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#endif
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api_assemblies_dir = data_dir_root;
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#endif
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}
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public:
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static _GodotSharpDirs &get_singleton() {
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static _GodotSharpDirs singleton;
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return singleton;
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}
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};
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String get_res_metadata_dir() {
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return _GodotSharpDirs::get_singleton().res_metadata_dir;
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}
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String get_res_temp_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
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}
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String get_api_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().api_assemblies_dir;
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}
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String get_mono_user_dir() {
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return _GodotSharpDirs::get_singleton().mono_user_dir;
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}
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#ifdef TOOLS_ENABLED
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String get_build_logs_dir() {
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return _GodotSharpDirs::get_singleton().build_logs_dir;
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}
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String get_data_editor_tools_dir() {
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return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
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}
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#endif
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} // namespace GodotSharpDirs
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